Class Matrix4x3d
 java.lang.Object

 org.joml.Matrix4x3d

 All Implemented Interfaces:
java.io.Externalizable
,java.io.Serializable
,java.lang.Cloneable
,Matrix4x3dc
 Direct Known Subclasses:
Matrix4x3dStack
public class Matrix4x3d extends java.lang.Object implements java.io.Externalizable, java.lang.Cloneable, Matrix4x3dc
Contains the definition of an affine 4x3 matrix (4 columns, 3 rows) of doubles, and associated functions to transform it. The matrix is columnmajor to match OpenGL's interpretation, and it looks like this:m00 m10 m20 m30
m01 m11 m21 m31
m02 m12 m22 m32 Author:
 Richard Greenlees, Kai Burjack
 See Also:
 Serialized Form


Field Summary

Fields inherited from interface org.joml.Matrix4x3dc
PLANE_NX, PLANE_NY, PLANE_NZ, PLANE_PX, PLANE_PY, PLANE_PZ, PROPERTY_IDENTITY, PROPERTY_ORTHONORMAL, PROPERTY_TRANSLATION


Constructor Summary
Constructors Constructor Description Matrix4x3d()
Create a newMatrix4x3d
and set it toidentity
.Matrix4x3d(double m00, double m01, double m02, double m10, double m11, double m12, double m20, double m21, double m22, double m30, double m31, double m32)
Create a new 4x4 matrix using the supplied double values.Matrix4x3d(java.nio.DoubleBuffer buffer)
Create a newMatrix4x3d
by reading its 12 double components from the givenDoubleBuffer
at the buffer's current position.Matrix4x3d(Matrix3dc mat)
Create a newMatrix4x3d
by setting its left 3x3 submatrix to the values of the givenMatrix3dc
and the rest to identity.Matrix4x3d(Matrix3fc mat)
Create a newMatrix4x3d
by setting its left 3x3 submatrix to the values of the givenMatrix3fc
and the rest to identity.Matrix4x3d(Matrix4x3dc mat)
Create a newMatrix4x3d
and make it a copy of the given matrix.Matrix4x3d(Matrix4x3fc mat)
Create a newMatrix4x3d
and make it a copy of the given matrix.

Method Summary
All Methods Instance Methods Concrete Methods Modifier and Type Method Description Matrix4x3d
add(Matrix4x3dc other)
Componentwise addthis
andother
.Matrix4x3d
add(Matrix4x3dc other, Matrix4x3d dest)
Componentwise addthis
andother
and store the result indest
.Matrix4x3d
add(Matrix4x3fc other)
Componentwise addthis
andother
.Matrix4x3d
add(Matrix4x3fc other, Matrix4x3d dest)
Componentwise addthis
andother
and store the result indest
.Matrix4x3d
arcball(double radius, double centerX, double centerY, double centerZ, double angleX, double angleY)
Apply an arcball view transformation to this matrix with the givenradius
and center(centerX, centerY, centerZ)
position of the arcball and the specified X and Y rotation angles.Matrix4x3d
arcball(double radius, double centerX, double centerY, double centerZ, double angleX, double angleY, Matrix4x3d dest)
Apply an arcball view transformation to this matrix with the givenradius
and center(centerX, centerY, centerZ)
position of the arcball and the specified X and Y rotation angles, and store the result indest
.Matrix4x3d
arcball(double radius, Vector3dc center, double angleX, double angleY)
Apply an arcball view transformation to this matrix with the givenradius
andcenter
position of the arcball and the specified X and Y rotation angles.Matrix4x3d
arcball(double radius, Vector3dc center, double angleX, double angleY, Matrix4x3d dest)
Apply an arcball view transformation to this matrix with the givenradius
andcenter
position of the arcball and the specified X and Y rotation angles, and store the result indest
.Matrix4x3d
assume(int properties)
Assume the given properties about this matrix.Matrix4x3d
billboardCylindrical(Vector3dc objPos, Vector3dc targetPos, Vector3dc up)
Set this matrix to a cylindrical billboard transformation that rotates the local +Z axis of a given object with positionobjPos
towards a target position attargetPos
while constraining a cylindrical rotation around the givenup
vector.Matrix4x3d
billboardSpherical(Vector3dc objPos, Vector3dc targetPos)
Set this matrix to a spherical billboard transformation that rotates the local +Z axis of a given object with positionobjPos
towards a target position attargetPos
using a shortest arc rotation by not preserving any up vector of the object.Matrix4x3d
billboardSpherical(Vector3dc objPos, Vector3dc targetPos, Vector3dc up)
Set this matrix to a spherical billboard transformation that rotates the local +Z axis of a given object with positionobjPos
towards a target position attargetPos
.java.lang.Object
clone()
Matrix4x3d
cofactor3x3()
Compute the cofactor matrix of the left 3x3 submatrix ofthis
.Matrix3d
cofactor3x3(Matrix3d dest)
Compute the cofactor matrix of the left 3x3 submatrix ofthis
and store it intodest
.Matrix4x3d
cofactor3x3(Matrix4x3d dest)
Compute the cofactor matrix of the left 3x3 submatrix ofthis
and store it intodest
.double
determinant()
Return the determinant of this matrix.Matrix4x3d
determineProperties()
Compute and set the matrix properties returned byproperties()
based on the current matrix element values.boolean
equals(java.lang.Object obj)
boolean
equals(Matrix4x3dc m, double delta)
Compare the matrix elements ofthis
matrix with the given matrix using the givendelta
and return whether all of them are equal within a maximum difference ofdelta
.Matrix4x3d
fma(Matrix4x3dc other, double otherFactor)
Componentwise addthis
andother
by first multiplying each component ofother
byotherFactor
and adding that result tothis
.Matrix4x3d
fma(Matrix4x3dc other, double otherFactor, Matrix4x3d dest)
Componentwise addthis
andother
by first multiplying each component ofother
byotherFactor
, adding that tothis
and storing the final result indest
.Matrix4x3d
fma(Matrix4x3fc other, double otherFactor)
Componentwise addthis
andother
by first multiplying each component ofother
byotherFactor
and adding that result tothis
.Matrix4x3d
fma(Matrix4x3fc other, double otherFactor, Matrix4x3d dest)
Componentwise addthis
andother
by first multiplying each component ofother
byotherFactor
, adding that tothis
and storing the final result indest
.Vector4d
frustumPlane(int which, Vector4d dest)
Calculate a frustum plane ofthis
matrix, which can be a projection matrix or a combined modelviewprojection matrix, and store the result in the givendest
.double[]
get(double[] arr)
Store this matrix into the supplied double array in columnmajor order.double[]
get(double[] arr, int offset)
Store this matrix into the supplied double array in columnmajor order at the given offset.float[]
get(float[] arr)
Store the elements of this matrix as float values in columnmajor order into the supplied float array.float[]
get(float[] arr, int offset)
Store the elements of this matrix as float values in columnmajor order into the supplied float array at the given offset.java.nio.ByteBuffer
get(int index, java.nio.ByteBuffer buffer)
Store this matrix in columnmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.java.nio.DoubleBuffer
get(int index, java.nio.DoubleBuffer buffer)
Store this matrix in columnmajor order into the suppliedDoubleBuffer
starting at the specified absolute buffer position/index.java.nio.FloatBuffer
get(int index, java.nio.FloatBuffer buffer)
Store this matrix in columnmajor order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.java.nio.ByteBuffer
get(java.nio.ByteBuffer buffer)
Store this matrix in columnmajor order into the suppliedByteBuffer
at the current bufferposition
.java.nio.DoubleBuffer
get(java.nio.DoubleBuffer buffer)
Store this matrix in columnmajor order into the suppliedDoubleBuffer
at the current bufferposition
.java.nio.FloatBuffer
get(java.nio.FloatBuffer buffer)
Store this matrix in columnmajor order into the suppliedFloatBuffer
at the current bufferposition
.Matrix4d
get(Matrix4d dest)
Get the current values ofthis
matrix and store them into the upper 4x3 submatrix ofdest
.Matrix4x3d
get(Matrix4x3d dest)
Get the current values ofthis
matrix and store them intodest
.double[]
get4x4(double[] arr)
Store a 4x4 matrix in columnmajor order into the supplied array, where the upper 4x3 submatrix isthis
and the last row is(0, 0, 0, 1)
.double[]
get4x4(double[] arr, int offset)
Store a 4x4 matrix in columnmajor order into the supplied array at the given offset, where the upper 4x3 submatrix isthis
and the last row is(0, 0, 0, 1)
.float[]
get4x4(float[] arr)
Store a 4x4 matrix in columnmajor order into the supplied array, where the upper 4x3 submatrix isthis
and the last row is(0, 0, 0, 1)
.float[]
get4x4(float[] arr, int offset)
Store a 4x4 matrix in columnmajor order into the supplied array at the given offset, where the upper 4x3 submatrix isthis
and the last row is(0, 0, 0, 1)
.java.nio.ByteBuffer
get4x4(int index, java.nio.ByteBuffer buffer)
Store a 4x4 matrix in columnmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index, where the upper 4x3 submatrix isthis
and the last row is(0, 0, 0, 1)
.java.nio.DoubleBuffer
get4x4(int index, java.nio.DoubleBuffer buffer)
Store a 4x4 matrix in columnmajor order into the suppliedDoubleBuffer
starting at the specified absolute buffer position/index, where the upper 4x3 submatrix isthis
and the last row is(0, 0, 0, 1)
.java.nio.ByteBuffer
get4x4(java.nio.ByteBuffer buffer)
Store a 4x4 matrix in columnmajor order into the suppliedByteBuffer
at the current bufferposition
, where the upper 4x3 submatrix isthis
and the last row is(0, 0, 0, 1)
.java.nio.DoubleBuffer
get4x4(java.nio.DoubleBuffer buffer)
Store a 4x4 matrix in columnmajor order into the suppliedDoubleBuffer
at the current bufferposition
, where the upper 4x3 submatrix isthis
and the last row is(0, 0, 0, 1)
.Vector3d
getColumn(int column, Vector3d dest)
Get the column at the givencolumn
index, starting with0
.Vector3d
getEulerAnglesXYZ(Vector3d dest)
Extract the Euler angles from the rotation represented by the left 3x3 submatrix ofthis
and store the extracted Euler angles indest
.Vector3d
getEulerAnglesZYX(Vector3d dest)
Extract the Euler angles from the rotation represented by the left 3x3 submatrix ofthis
and store the extracted Euler angles indest
.java.nio.ByteBuffer
getFloats(int index, java.nio.ByteBuffer buffer)
Store the elements of this matrix as float values in columnmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.java.nio.ByteBuffer
getFloats(java.nio.ByteBuffer buffer)
Store the elements of this matrix as float values in columnmajor order into the suppliedByteBuffer
at the current bufferposition
.Quaterniond
getNormalizedRotation(Quaterniond dest)
Get the current values ofthis
matrix and store the represented rotation into the givenQuaterniond
.Quaternionf
getNormalizedRotation(Quaternionf dest)
Get the current values ofthis
matrix and store the represented rotation into the givenQuaternionf
.Vector4d
getRow(int row, Vector4d dest)
Get the row at the givenrow
index, starting with0
.Vector3d
getScale(Vector3d dest)
Get the scaling factors ofthis
matrix for the three base axes.Matrix4x3dc
getToAddress(long address)
Store this matrix in columnmajor order at the given offheap address.Vector3d
getTranslation(Vector3d dest)
Get only the translation components(m30, m31, m32)
of this matrix and store them in the given vectorxyz
.double[]
getTransposed(double[] arr)
Store this matrix into the supplied float array in rowmajor order.double[]
getTransposed(double[] arr, int offset)
Store this matrix into the supplied float array in rowmajor order at the given offset.java.nio.ByteBuffer
getTransposed(int index, java.nio.ByteBuffer buffer)
Store this matrix in rowmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.java.nio.DoubleBuffer
getTransposed(int index, java.nio.DoubleBuffer buffer)
Store this matrix in rowmajor order into the suppliedDoubleBuffer
starting at the specified absolute buffer position/index.java.nio.FloatBuffer
getTransposed(int index, java.nio.FloatBuffer buffer)
Store this matrix in rowmajor order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.java.nio.ByteBuffer
getTransposed(java.nio.ByteBuffer buffer)
Store this matrix in rowmajor order into the suppliedByteBuffer
at the current bufferposition
.java.nio.DoubleBuffer
getTransposed(java.nio.DoubleBuffer buffer)
Store this matrix in rowmajor order into the suppliedDoubleBuffer
at the current bufferposition
.java.nio.FloatBuffer
getTransposed(java.nio.FloatBuffer buffer)
Store this matrix in rowmajor order into the suppliedFloatBuffer
at the current bufferposition
.java.nio.ByteBuffer
getTransposedFloats(int index, java.nio.ByteBuffer buffer)
Store this matrix in rowmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.java.nio.ByteBuffer
getTransposedFloats(java.nio.ByteBuffer buffer)
Store this matrix as float values in rowmajor order into the suppliedByteBuffer
at the current bufferposition
.Quaterniond
getUnnormalizedRotation(Quaterniond dest)
Get the current values ofthis
matrix and store the represented rotation into the givenQuaterniond
.Quaternionf
getUnnormalizedRotation(Quaternionf dest)
Get the current values ofthis
matrix and store the represented rotation into the givenQuaternionf
.int
hashCode()
Matrix4x3d
identity()
Reset this matrix to the identity.Matrix4x3d
invert()
Invert this matrix.Matrix4x3d
invert(Matrix4x3d dest)
Invertthis
matrix and store the result indest
.Matrix4x3d
invertOrtho()
Invertthis
orthographic projection matrix.Matrix4x3d
invertOrtho(Matrix4x3d dest)
Invertthis
orthographic projection matrix and store the result into the givendest
.boolean
isFinite()
Determine whether all matrix elements are finite floatingpoint values, that is, they are notNaN
and notinfinity
.Matrix4x3d
lerp(Matrix4x3dc other, double t)
Linearly interpolatethis
andother
using the given interpolation factort
and store the result inthis
.Matrix4x3d
lerp(Matrix4x3dc other, double t, Matrix4x3d dest)
Linearly interpolatethis
andother
using the given interpolation factort
and store the result indest
.Matrix4x3d
lookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
Apply a rotation transformation to this matrix to makez
point alongdir
.Matrix4x3d
lookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix4x3d dest)
Apply a rotation transformation to this matrix to makez
point alongdir
and store the result indest
.Matrix4x3d
lookAlong(Vector3dc dir, Vector3dc up)
Apply a rotation transformation to this matrix to makez
point alongdir
.Matrix4x3d
lookAlong(Vector3dc dir, Vector3dc up, Matrix4x3d dest)
Apply a rotation transformation to this matrix to makez
point alongdir
and store the result indest
.Matrix4x3d
lookAt(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ)
Apply a "lookat" transformation to this matrix for a righthanded coordinate system, that alignsz
withcenter  eye
.Matrix4x3d
lookAt(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ, Matrix4x3d dest)
Apply a "lookat" transformation to this matrix for a righthanded coordinate system, that alignsz
withcenter  eye
and store the result indest
.Matrix4x3d
lookAt(Vector3dc eye, Vector3dc center, Vector3dc up)
Apply a "lookat" transformation to this matrix for a righthanded coordinate system, that alignsz
withcenter  eye
.Matrix4x3d
lookAt(Vector3dc eye, Vector3dc center, Vector3dc up, Matrix4x3d dest)
Apply a "lookat" transformation to this matrix for a righthanded coordinate system, that alignsz
withcenter  eye
and store the result indest
.Matrix4x3d
lookAtLH(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ)
Apply a "lookat" transformation to this matrix for a lefthanded coordinate system, that aligns+z
withcenter  eye
.Matrix4x3d
lookAtLH(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ, Matrix4x3d dest)
Apply a "lookat" transformation to this matrix for a lefthanded coordinate system, that aligns+z
withcenter  eye
and store the result indest
.Matrix4x3d
lookAtLH(Vector3dc eye, Vector3dc center, Vector3dc up)
Apply a "lookat" transformation to this matrix for a lefthanded coordinate system, that aligns+z
withcenter  eye
.Matrix4x3d
lookAtLH(Vector3dc eye, Vector3dc center, Vector3dc up, Matrix4x3d dest)
Apply a "lookat" transformation to this matrix for a lefthanded coordinate system, that aligns+z
withcenter  eye
and store the result indest
.double
m00()
Return the value of the matrix element at column 0 and row 0.Matrix4x3d
m00(double m00)
Set the value of the matrix element at column 0 and row 0.double
m01()
Return the value of the matrix element at column 0 and row 1.Matrix4x3d
m01(double m01)
Set the value of the matrix element at column 0 and row 1.double
m02()
Return the value of the matrix element at column 0 and row 2.Matrix4x3d
m02(double m02)
Set the value of the matrix element at column 0 and row 2.double
m10()
Return the value of the matrix element at column 1 and row 0.Matrix4x3d
m10(double m10)
Set the value of the matrix element at column 1 and row 0.double
m11()
Return the value of the matrix element at column 1 and row 1.Matrix4x3d
m11(double m11)
Set the value of the matrix element at column 1 and row 1.double
m12()
Return the value of the matrix element at column 1 and row 2.Matrix4x3d
m12(double m12)
Set the value of the matrix element at column 1 and row 2.double
m20()
Return the value of the matrix element at column 2 and row 0.Matrix4x3d
m20(double m20)
Set the value of the matrix element at column 2 and row 0.double
m21()
Return the value of the matrix element at column 2 and row 1.Matrix4x3d
m21(double m21)
Set the value of the matrix element at column 2 and row 1.double
m22()
Return the value of the matrix element at column 2 and row 2.Matrix4x3d
m22(double m22)
Set the value of the matrix element at column 2 and row 2.double
m30()
Return the value of the matrix element at column 3 and row 0.Matrix4x3d
m30(double m30)
Set the value of the matrix element at column 3 and row 0.double
m31()
Return the value of the matrix element at column 3 and row 1.Matrix4x3d
m31(double m31)
Set the value of the matrix element at column 3 and row 1.double
m32()
Return the value of the matrix element at column 3 and row 2.Matrix4x3d
m32(double m32)
Set the value of the matrix element at column 3 and row 2.Matrix4x3d
mapnXnYnZ()
Multiplythis
by the matrixMatrix4x3d
mapnXnYnZ(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapnXnYZ()
Multiplythis
by the matrixMatrix4x3d
mapnXnYZ(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapnXnZnY()
Multiplythis
by the matrixMatrix4x3d
mapnXnZnY(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapnXnZY()
Multiplythis
by the matrixMatrix4x3d
mapnXnZY(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapnXYnZ()
Multiplythis
by the matrixMatrix4x3d
mapnXYnZ(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapnXZnY()
Multiplythis
by the matrixMatrix4x3d
mapnXZnY(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapnXZY()
Multiplythis
by the matrixMatrix4x3d
mapnXZY(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapnYnXnZ()
Multiplythis
by the matrixMatrix4x3d
mapnYnXnZ(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapnYnXZ()
Multiplythis
by the matrixMatrix4x3d
mapnYnXZ(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapnYnZnX()
Multiplythis
by the matrixMatrix4x3d
mapnYnZnX(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapnYnZX()
Multiplythis
by the matrixMatrix4x3d
mapnYnZX(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapnYXnZ()
Multiplythis
by the matrixMatrix4x3d
mapnYXnZ(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapnYXZ()
Multiplythis
by the matrixMatrix4x3d
mapnYXZ(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapnYZnX()
Multiplythis
by the matrixMatrix4x3d
mapnYZnX(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapnYZX()
Multiplythis
by the matrixMatrix4x3d
mapnYZX(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapnZnXnY()
Multiplythis
by the matrixMatrix4x3d
mapnZnXnY(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapnZnXY()
Multiplythis
by the matrixMatrix4x3d
mapnZnXY(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapnZnYnX()
Multiplythis
by the matrixMatrix4x3d
mapnZnYnX(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapnZnYX()
Multiplythis
by the matrixMatrix4x3d
mapnZnYX(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapnZXnY()
Multiplythis
by the matrixMatrix4x3d
mapnZXnY(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapnZXY()
Multiplythis
by the matrixMatrix4x3d
mapnZXY(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapnZYnX()
Multiplythis
by the matrixMatrix4x3d
mapnZYnX(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapnZYX()
Multiplythis
by the matrixMatrix4x3d
mapnZYX(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapXnYnZ()
Multiplythis
by the matrixMatrix4x3d
mapXnYnZ(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapXnZnY()
Multiplythis
by the matrixMatrix4x3d
mapXnZnY(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapXnZY()
Multiplythis
by the matrixMatrix4x3d
mapXnZY(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapXZnY()
Multiplythis
by the matrixMatrix4x3d
mapXZnY(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapXZY()
Multiplythis
by the matrixMatrix4x3d
mapXZY(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapYnXnZ()
Multiplythis
by the matrixMatrix4x3d
mapYnXnZ(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapYnXZ()
Multiplythis
by the matrixMatrix4x3d
mapYnXZ(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapYnZnX()
Multiplythis
by the matrixMatrix4x3d
mapYnZnX(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapYnZX()
Multiplythis
by the matrixMatrix4x3d
mapYnZX(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapYXnZ()
Multiplythis
by the matrixMatrix4x3d
mapYXnZ(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapYXZ()
Multiplythis
by the matrixMatrix4x3d
mapYXZ(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapYZnX()
Multiplythis
by the matrixMatrix4x3d
mapYZnX(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapYZX()
Multiplythis
by the matrixMatrix4x3d
mapYZX(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapZnXnY()
Multiplythis
by the matrixMatrix4x3d
mapZnXnY(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapZnXY()
Multiplythis
by the matrixMatrix4x3d
mapZnXY(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapZnYnX()
Multiplythis
by the matrixMatrix4x3d
mapZnYnX(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapZnYX()
Multiplythis
by the matrixMatrix4x3d
mapZnYX(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapZXnY()
Multiplythis
by the matrixMatrix4x3d
mapZXnY(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapZXY()
Multiplythis
by the matrixMatrix4x3d
mapZXY(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapZYnX()
Multiplythis
by the matrixMatrix4x3d
mapZYnX(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mapZYX()
Multiplythis
by the matrixMatrix4x3d
mapZYX(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
mul(Matrix4x3dc right)
Multiply this matrix by the suppliedright
matrix.Matrix4x3d
mul(Matrix4x3dc right, Matrix4x3d dest)
Multiply this matrix by the suppliedright
matrix and store the result indest
.Matrix4x3d
mul(Matrix4x3fc right)
Multiply this matrix by the suppliedright
matrix.Matrix4x3d
mul(Matrix4x3fc right, Matrix4x3d dest)
Multiply this matrix by the suppliedright
matrix and store the result indest
.Matrix4x3d
mul3x3(double rm00, double rm01, double rm02, double rm10, double rm11, double rm12, double rm20, double rm21, double rm22)
Multiplythis
by the 4x3 matrix with the column vectors(rm00, rm01, rm02)
,(rm10, rm11, rm12)
,(rm20, rm21, rm22)
and(0, 0, 0)
.Matrix4x3d
mul3x3(double rm00, double rm01, double rm02, double rm10, double rm11, double rm12, double rm20, double rm21, double rm22, Matrix4x3d dest)
Multiplythis
by the 4x3 matrix with the column vectors(rm00, rm01, rm02)
,(rm10, rm11, rm12)
,(rm20, rm21, rm22)
and(0, 0, 0)
and store the result indest
.Matrix4x3d
mulComponentWise(Matrix4x3dc other)
Componentwise multiplythis
byother
.Matrix4x3d
mulComponentWise(Matrix4x3dc other, Matrix4x3d dest)
Componentwise multiplythis
byother
and store the result indest
.Matrix4x3d
mulOrtho(Matrix4x3dc view)
Multiplythis
orthographic projection matrix by the suppliedview
matrix.Matrix4x3d
mulOrtho(Matrix4x3dc view, Matrix4x3d dest)
Multiplythis
orthographic projection matrix by the suppliedview
matrix and store the result indest
.Matrix4x3d
mulTranslation(Matrix4x3dc right, Matrix4x3d dest)
Multiply this matrix, which is assumed to only contain a translation, by the suppliedright
matrix and store the result indest
.Matrix4x3d
mulTranslation(Matrix4x3fc right, Matrix4x3d dest)
Multiply this matrix, which is assumed to only contain a translation, by the suppliedright
matrix and store the result indest
.Matrix4x3d
negateX()
Multiplythis
by the matrixMatrix4x3d
negateX(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
negateY()
Multiplythis
by the matrixMatrix4x3d
negateY(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
negateZ()
Multiplythis
by the matrixMatrix4x3d
negateZ(Matrix4x3d dest)
Multiplythis
by the matrixMatrix4x3d
normal()
Compute a normal matrix from the left 3x3 submatrix ofthis
and store it into the left 3x3 submatrix ofthis
.Matrix3d
normal(Matrix3d dest)
Compute a normal matrix from the left 3x3 submatrix ofthis
and store it intodest
.Matrix4x3d
normal(Matrix4x3d dest)
Compute a normal matrix from the left 3x3 submatrix ofthis
and store it into the left 3x3 submatrix ofdest
.Matrix4x3d
normalize3x3()
Normalize the left 3x3 submatrix of this matrix.Matrix3d
normalize3x3(Matrix3d dest)
Normalize the left 3x3 submatrix of this matrix and store the result indest
.Matrix4x3d
normalize3x3(Matrix4x3d dest)
Normalize the left 3x3 submatrix of this matrix and store the result indest
.Vector3d
normalizedPositiveX(Vector3d dir)
Obtain the direction of+X
before the transformation represented bythis
orthogonal matrix is applied.Vector3d
normalizedPositiveY(Vector3d dir)
Obtain the direction of+Y
before the transformation represented bythis
orthogonal matrix is applied.Vector3d
normalizedPositiveZ(Vector3d dir)
Obtain the direction of+Z
before the transformation represented bythis
orthogonal matrix is applied.Matrix4x3d
obliqueZ(double a, double b)
Apply an oblique projection transformation to this matrix with the given values fora
andb
.Matrix4x3d
obliqueZ(double a, double b, Matrix4x3d dest)
Apply an oblique projection transformation to this matrix with the given values fora
andb
and store the result indest
.Vector3d
origin(Vector3d origin)
Obtain the position that gets transformed to the origin bythis
matrix.Matrix4x3d
ortho(double left, double right, double bottom, double top, double zNear, double zFar)
Apply an orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.Matrix4x3d
ortho(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne)
Apply an orthographic projection transformation for a righthanded coordinate system using the given NDC z range to this matrix.Matrix4x3d
ortho(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne, Matrix4x3d dest)
Apply an orthographic projection transformation for a righthanded coordinate system using the given NDC z range to this matrix and store the result indest
.Matrix4x3d
ortho(double left, double right, double bottom, double top, double zNear, double zFar, Matrix4x3d dest)
Apply an orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.Matrix4x3d
ortho2D(double left, double right, double bottom, double top)
Apply an orthographic projection transformation for a righthanded coordinate system to this matrix.Matrix4x3d
ortho2D(double left, double right, double bottom, double top, Matrix4x3d dest)
Apply an orthographic projection transformation for a righthanded coordinate system to this matrix and store the result indest
.Matrix4x3d
ortho2DLH(double left, double right, double bottom, double top)
Apply an orthographic projection transformation for a lefthanded coordinate system to this matrix.Matrix4x3d
ortho2DLH(double left, double right, double bottom, double top, Matrix4x3d dest)
Apply an orthographic projection transformation for a lefthanded coordinate system to this matrix and store the result indest
.Matrix4x3d
orthoLH(double left, double right, double bottom, double top, double zNear, double zFar)
Apply an orthographic projection transformation for a lefthanded coordiante system using OpenGL's NDC z range of[1..+1]
to this matrix.Matrix4x3d
orthoLH(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne)
Apply an orthographic projection transformation for a lefthanded coordiante system using the given NDC z range to this matrix.Matrix4x3d
orthoLH(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne, Matrix4x3d dest)
Apply an orthographic projection transformation for a lefthanded coordiante system using the given NDC z range to this matrix and store the result indest
.Matrix4x3d
orthoLH(double left, double right, double bottom, double top, double zNear, double zFar, Matrix4x3d dest)
Apply an orthographic projection transformation for a lefthanded coordiante system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.Matrix4x3d
orthoSymmetric(double width, double height, double zNear, double zFar)
Apply a symmetric orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.Matrix4x3d
orthoSymmetric(double width, double height, double zNear, double zFar, boolean zZeroToOne)
Apply a symmetric orthographic projection transformation for a righthanded coordinate system using the given NDC z range to this matrix.Matrix4x3d
orthoSymmetric(double width, double height, double zNear, double zFar, boolean zZeroToOne, Matrix4x3d dest)
Apply a symmetric orthographic projection transformation for a righthanded coordinate system using the given NDC z range to this matrix and store the result indest
.Matrix4x3d
orthoSymmetric(double width, double height, double zNear, double zFar, Matrix4x3d dest)
Apply a symmetric orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.Matrix4x3d
orthoSymmetricLH(double width, double height, double zNear, double zFar)
Apply a symmetric orthographic projection transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.Matrix4x3d
orthoSymmetricLH(double width, double height, double zNear, double zFar, boolean zZeroToOne)
Apply a symmetric orthographic projection transformation for a lefthanded coordinate system using the given NDC z range to this matrix.Matrix4x3d
orthoSymmetricLH(double width, double height, double zNear, double zFar, boolean zZeroToOne, Matrix4x3d dest)
Apply a symmetric orthographic projection transformation for a lefthanded coordinate system using the given NDC z range to this matrix and store the result indest
.Matrix4x3d
orthoSymmetricLH(double width, double height, double zNear, double zFar, Matrix4x3d dest)
Apply a symmetric orthographic projection transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.Matrix4x3d
pick(double x, double y, double width, double height, int[] viewport)
Apply a picking transformation to this matrix using the given window coordinates(x, y)
as the pick center and the given(width, height)
as the size of the picking region in window coordinates.Matrix4x3d
pick(double x, double y, double width, double height, int[] viewport, Matrix4x3d dest)
Apply a picking transformation to this matrix using the given window coordinates(x, y)
as the pick center and the given(width, height)
as the size of the picking region in window coordinates, and store the result indest
.Vector3d
positiveX(Vector3d dir)
Obtain the direction of+X
before the transformation represented bythis
matrix is applied.Vector3d
positiveY(Vector3d dir)
Obtain the direction of+Y
before the transformation represented bythis
matrix is applied.Vector3d
positiveZ(Vector3d dir)
Obtain the direction of+Z
before the transformation represented bythis
matrix is applied.int
properties()
void
readExternal(java.io.ObjectInput in)
Matrix4x3d
reflect(double a, double b, double c, double d)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the equationx*a + y*b + z*c + d = 0
.Matrix4x3d
reflect(double nx, double ny, double nz, double px, double py, double pz)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane.Matrix4x3d
reflect(double nx, double ny, double nz, double px, double py, double pz, Matrix4x3d dest)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane, and store the result indest
.Matrix4x3d
reflect(double a, double b, double c, double d, Matrix4x3d dest)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the equationx*a + y*b + z*c + d = 0
and store the result indest
.Matrix4x3d
reflect(Quaterniondc orientation, Vector3dc point)
Apply a mirror/reflection transformation to this matrix that reflects about a plane specified via the plane orientation and a point on the plane.Matrix4x3d
reflect(Quaterniondc orientation, Vector3dc point, Matrix4x3d dest)
Apply a mirror/reflection transformation to this matrix that reflects about a plane specified via the plane orientation and a point on the plane, and store the result indest
.Matrix4x3d
reflect(Vector3dc normal, Vector3dc point)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane.Matrix4x3d
reflect(Vector3dc normal, Vector3dc point, Matrix4x3d dest)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane, and store the result indest
.Matrix4x3d
reflection(double a, double b, double c, double d)
Set this matrix to a mirror/reflection transformation that reflects about the given plane specified via the equationx*a + y*b + z*c + d = 0
.Matrix4x3d
reflection(double nx, double ny, double nz, double px, double py, double pz)
Set this matrix to a mirror/reflection transformation that reflects about the given plane specified via the plane normal and a point on the plane.Matrix4x3d
reflection(Quaterniondc orientation, Vector3dc point)
Set this matrix to a mirror/reflection transformation that reflects about a plane specified via the plane orientation and a point on the plane.Matrix4x3d
reflection(Vector3dc normal, Vector3dc point)
Set this matrix to a mirror/reflection transformation that reflects about the given plane specified via the plane normal and a point on the plane.Matrix4x3d
rotate(double ang, double x, double y, double z)
Apply rotation to this matrix by rotating the given amount of radians about the given axis specified as x, y and z components.Matrix4x3d
rotate(double ang, double x, double y, double z, Matrix4x3d dest)
Apply rotation to this matrix by rotating the given amount of radians about the given axis specified as x, y and z components and store the result indest
.Matrix4x3d
rotate(double angle, Vector3dc axis)
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.Matrix4x3d
rotate(double angle, Vector3dc axis, Matrix4x3d dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest
.Matrix4x3d
rotate(double angle, Vector3fc axis)
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.Matrix4x3d
rotate(double angle, Vector3fc axis, Matrix4x3d dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest
.Matrix4x3d
rotate(AxisAngle4d axisAngle)
Apply a rotation transformation, rotating about the givenAxisAngle4d
, to this matrix.Matrix4x3d
rotate(AxisAngle4d axisAngle, Matrix4x3d dest)
Apply a rotation transformation, rotating about the givenAxisAngle4d
and store the result indest
.Matrix4x3d
rotate(AxisAngle4f axisAngle)
Apply a rotation transformation, rotating about the givenAxisAngle4f
, to this matrix.Matrix4x3d
rotate(AxisAngle4f axisAngle, Matrix4x3d dest)
Apply a rotation transformation, rotating about the givenAxisAngle4f
and store the result indest
.Matrix4x3d
rotate(Quaterniondc quat)
Apply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to this matrix.Matrix4x3d
rotate(Quaterniondc quat, Matrix4x3d dest)
Apply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to this matrix and store the result indest
.Matrix4x3d
rotate(Quaternionfc quat)
Apply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix.Matrix4x3d
rotate(Quaternionfc quat, Matrix4x3d dest)
Apply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix and store the result indest
.Matrix4x3d
rotateAround(Quaterniondc quat, double ox, double oy, double oz)
Apply the rotation transformation of the givenQuaterniondc
to this matrix while using(ox, oy, oz)
as the rotation origin.Matrix4x3d
rotateAround(Quaterniondc quat, double ox, double oy, double oz, Matrix4x3d dest)
Apply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to this matrix while using(ox, oy, oz)
as the rotation origin, and store the result indest
.Matrix4x3d
rotateLocal(double ang, double x, double y, double z)
Premultiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis.Matrix4x3d
rotateLocal(double ang, double x, double y, double z, Matrix4x3d dest)
Premultiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.Matrix4x3d
rotateLocal(Quaterniondc quat)
Premultiply the rotation transformation of the givenQuaterniondc
to this matrix.Matrix4x3d
rotateLocal(Quaterniondc quat, Matrix4x3d dest)
Premultiply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to this matrix and store the result indest
.Matrix4x3d
rotateLocal(Quaternionfc quat)
Premultiply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix.Matrix4x3d
rotateLocal(Quaternionfc quat, Matrix4x3d dest)
Premultiply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix and store the result indest
.Matrix4x3d
rotateLocalX(double ang)
Premultiply a rotation to this matrix by rotating the given amount of radians about the X axis.Matrix4x3d
rotateLocalX(double ang, Matrix4x3d dest)
Premultiply a rotation around the X axis to this matrix by rotating the given amount of radians about the X axis and store the result indest
.Matrix4x3d
rotateLocalY(double ang)
Premultiply a rotation to this matrix by rotating the given amount of radians about the Y axis.Matrix4x3d
rotateLocalY(double ang, Matrix4x3d dest)
Premultiply a rotation around the Y axis to this matrix by rotating the given amount of radians about the Y axis and store the result indest
.Matrix4x3d
rotateLocalZ(double ang)
Premultiply a rotation to this matrix by rotating the given amount of radians about the Z axis.Matrix4x3d
rotateLocalZ(double ang, Matrix4x3d dest)
Premultiply a rotation around the Z axis to this matrix by rotating the given amount of radians about the Z axis and store the result indest
.Matrix4x3d
rotateTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
Apply a model transformation to this matrix for a righthanded coordinate system, that aligns the local+Z
axis with(dirX, dirY, dirZ)
.Matrix4x3d
rotateTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix4x3d dest)
Apply a model transformation to this matrix for a righthanded coordinate system, that aligns the local+Z
axis with(dirX, dirY, dirZ)
and store the result indest
.Matrix4x3d
rotateTowards(Vector3dc dir, Vector3dc up)
Apply a model transformation to this matrix for a righthanded coordinate system, that aligns the local+Z
axis withdir
.Matrix4x3d
rotateTowards(Vector3dc dir, Vector3dc up, Matrix4x3d dest)
Apply a model transformation to this matrix for a righthanded coordinate system, that aligns the local+Z
axis withdir
and store the result indest
.Matrix4x3d
rotateTranslation(double ang, double x, double y, double z, Matrix4x3d dest)
Apply rotation to this matrix, which is assumed to only contain a translation, by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.Matrix4x3d
rotateTranslation(Quaterniondc quat, Matrix4x3d dest)
Apply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to this matrix, which is assumed to only contain a translation, and store the result indest
.Matrix4x3d
rotateTranslation(Quaternionfc quat, Matrix4x3d dest)
Apply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix, which is assumed to only contain a translation, and store the result indest
.Matrix4x3d
rotateX(double ang)
Apply rotation about the X axis to this matrix by rotating the given amount of radians.Matrix4x3d
rotateX(double ang, Matrix4x3d dest)
Apply rotation about the X axis to this matrix by rotating the given amount of radians and store the result indest
.Matrix4x3d
rotateXYZ(double angleX, double angleY, double angleZ)
Apply rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis.Matrix4x3d
rotateXYZ(double angleX, double angleY, double angleZ, Matrix4x3d dest)
Apply rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis and store the result indest
.Matrix4x3d
rotateXYZ(Vector3d angles)
Apply rotation ofangles.x
radians about the X axis, followed by a rotation ofangles.y
radians about the Y axis and followed by a rotation ofangles.z
radians about the Z axis.Matrix4x3d
rotateY(double ang)
Apply rotation about the Y axis to this matrix by rotating the given amount of radians.Matrix4x3d
rotateY(double ang, Matrix4x3d dest)
Apply rotation about the Y axis to this matrix by rotating the given amount of radians and store the result indest
.Matrix4x3d
rotateYXZ(double angleY, double angleX, double angleZ)
Apply rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis.Matrix4x3d
rotateYXZ(double angleY, double angleX, double angleZ, Matrix4x3d dest)
Apply rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis and store the result indest
.Matrix4x3d
rotateYXZ(Vector3d angles)
Apply rotation ofangles.y
radians about the Y axis, followed by a rotation ofangles.x
radians about the X axis and followed by a rotation ofangles.z
radians about the Z axis.Matrix4x3d
rotateZ(double ang)
Apply rotation about the Z axis to this matrix by rotating the given amount of radians.Matrix4x3d
rotateZ(double ang, Matrix4x3d dest)
Apply rotation about the Z axis to this matrix by rotating the given amount of radians and store the result indest
.Matrix4x3d
rotateZYX(double angleZ, double angleY, double angleX)
Apply rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis.Matrix4x3d
rotateZYX(double angleZ, double angleY, double angleX, Matrix4x3d dest)
Apply rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis and store the result indest
.Matrix4x3d
rotateZYX(Vector3d angles)
Apply rotation ofangles.z
radians about the Z axis, followed by a rotation ofangles.y
radians about the Y axis and followed by a rotation ofangles.x
radians about the X axis.Matrix4x3d
rotation(double angle, double x, double y, double z)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.Matrix4x3d
rotation(double angle, Vector3dc axis)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.Matrix4x3d
rotation(double angle, Vector3fc axis)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.Matrix4x3d
rotation(AxisAngle4d angleAxis)
Set this matrix to a rotation transformation using the givenAxisAngle4d
.Matrix4x3d
rotation(AxisAngle4f angleAxis)
Set this matrix to a rotation transformation using the givenAxisAngle4f
.Matrix4x3d
rotation(Quaterniondc quat)
Set this matrix to the rotation  and possibly scaling  transformation of the givenQuaterniondc
.Matrix4x3d
rotation(Quaternionfc quat)
Set this matrix to the rotation  and possibly scaling  transformation of the givenQuaternionfc
.Matrix4x3d
rotationAround(Quaterniondc quat, double ox, double oy, double oz)
Set this matrix to a transformation composed of a rotation of the specifiedQuaterniondc
while using(ox, oy, oz)
as the rotation origin.Matrix4x3d
rotationTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
Set this matrix to a model transformation for a righthanded coordinate system, that aligns the localz
axis with(dirX, dirY, dirZ)
.Matrix4x3d
rotationTowards(Vector3dc dir, Vector3dc up)
Set this matrix to a model transformation for a righthanded coordinate system, that aligns the localz
axis withdir
.Matrix4x3d
rotationX(double ang)
Set this matrix to a rotation transformation about the X axis.Matrix4x3d
rotationXYZ(double angleX, double angleY, double angleZ)
Set this matrix to a rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis.Matrix4x3d
rotationY(double ang)
Set this matrix to a rotation transformation about the Y axis.Matrix4x3d
rotationYXZ(double angleY, double angleX, double angleZ)
Set this matrix to a rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis.Matrix4x3d
rotationZ(double ang)
Set this matrix to a rotation transformation about the Z axis.Matrix4x3d
rotationZYX(double angleZ, double angleY, double angleX)
Set this matrix to a rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis.Matrix4x3d
scale(double xyz)
Apply scaling to this matrix by uniformly scaling all base axes by the given xyz factor.Matrix4x3d
scale(double x, double y, double z)
Apply scaling tothis
matrix by scaling the base axes by the given x, y and z factors.Matrix4x3d
scale(double x, double y, double z, Matrix4x3d dest)
Apply scaling tothis
matrix by scaling the base axes by the given x, y and z factors and store the result indest
.Matrix4x3d
scale(double xyz, Matrix4x3d dest)
Apply scaling to this matrix by uniformly scaling all base axes by the given xyz factor and store the result indest
.Matrix4x3d
scale(Vector3dc xyz)
Apply scaling to this matrix by scaling the base axes by the givenxyz.x
,xyz.y
andxyz.z
factors, respectively.Matrix4x3d
scale(Vector3dc xyz, Matrix4x3d dest)
Apply scaling tothis
matrix by scaling the base axes by the givenxyz.x
,xyz.y
andxyz.z
factors, respectively and store the result indest
.Matrix4x3d
scaleAround(double factor, double ox, double oy, double oz)
Apply scaling to this matrix by scaling all three base axes by the givenfactor
while using(ox, oy, oz)
as the scaling origin.Matrix4x3d
scaleAround(double sx, double sy, double sz, double ox, double oy, double oz)
Apply scaling to this matrix by scaling the base axes by the given sx, sy and sz factors while using(ox, oy, oz)
as the scaling origin.Matrix4x3d
scaleAround(double sx, double sy, double sz, double ox, double oy, double oz, Matrix4x3d dest)
Apply scaling tothis
matrix by scaling the base axes by the given sx, sy and sz factors while using(ox, oy, oz)
as the scaling origin, and store the result indest
.Matrix4x3d
scaleAround(double factor, double ox, double oy, double oz, Matrix4x3d dest)
Apply scaling to this matrix by scaling all three base axes by the givenfactor
while using(ox, oy, oz)
as the scaling origin, and store the result indest
.Matrix4x3d
scaleLocal(double x, double y, double z)
Premultiply scaling to this matrix by scaling the base axes by the given x, y and z factors.Matrix4x3d
scaleLocal(double x, double y, double z, Matrix4x3d dest)
Premultiply scaling tothis
matrix by scaling the base axes by the given x, y and z factors and store the result indest
.Matrix4x3d
scaleXY(double x, double y)
Apply scaling to this matrix by scaling the X axis byx
and the Y axis byy
.Matrix4x3d
scaleXY(double x, double y, Matrix4x3d dest)
Apply scaling to this matrix by by scaling the X axis byx
and the Y axis byy
and store the result indest
.Matrix4x3d
scaling(double factor)
Set this matrix to be a simple scale matrix, which scales all axes uniformly by the given factor.Matrix4x3d
scaling(double x, double y, double z)
Set this matrix to be a simple scale matrix.Matrix4x3d
scaling(Vector3dc xyz)
Set this matrix to be a simple scale matrix which scales the base axes byxyz.x
,xyz.y
andxyz.z
, respectively.Matrix4x3d
set(double[] m)
Set the values in the matrix using a double array that contains the matrix elements in columnmajor order.Matrix4x3d
set(double[] m, int off)
Set the values in the matrix using a double array that contains the matrix elements in columnmajor order.Matrix4x3d
set(double m00, double m01, double m02, double m10, double m11, double m12, double m20, double m21, double m22, double m30, double m31, double m32)
Set the values within this matrix to the supplied double values.Matrix4x3d
set(float[] m)
Set the values in the matrix using a float array that contains the matrix elements in columnmajor order.Matrix4x3d
set(float[] m, int off)
Set the values in the matrix using a float array that contains the matrix elements in columnmajor order.Matrix4x3d
set(int index, java.nio.ByteBuffer buffer)
Set the values of this matrix by reading 12 double values from the givenByteBuffer
in columnmajor order, starting at the specified absolute buffer position/index.Matrix4x3d
set(int index, java.nio.DoubleBuffer buffer)
Set the values of this matrix by reading 12 double values from the givenDoubleBuffer
in columnmajor order, starting at the specified absolute buffer position/index.Matrix4x3d
set(int index, java.nio.FloatBuffer buffer)
Set the values of this matrix by reading 12 float values from the givenFloatBuffer
in columnmajor order, starting at the specified absolute buffer position/index.Matrix4x3d
set(java.nio.ByteBuffer buffer)
Set the values of this matrix by reading 12 double values from the givenByteBuffer
in columnmajor order, starting at its current position.Matrix4x3d
set(java.nio.DoubleBuffer buffer)
Set the values of this matrix by reading 12 double values from the givenDoubleBuffer
in columnmajor order, starting at its current position.Matrix4x3d
set(java.nio.FloatBuffer buffer)
Set the values of this matrix by reading 12 float values from the givenFloatBuffer
in columnmajor order, starting at its current position.Matrix4x3d
set(AxisAngle4d axisAngle)
Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4d
.Matrix4x3d
set(AxisAngle4f axisAngle)
Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4f
.Matrix4x3d
set(Matrix3dc mat)
Set the left 3x3 submatrix of thisMatrix4x3d
to the givenMatrix3dc
and the rest to identity.Matrix4x3d
set(Matrix3fc mat)
Set the left 3x3 submatrix of thisMatrix4x3d
to the givenMatrix3fc
and the rest to identity.Matrix4x3d
set(Matrix4dc m)
Store the values of the upper 4x3 submatrix ofm
intothis
matrix.Matrix4x3d
set(Matrix4x3dc m)
Store the values of the given matrixm
intothis
matrix.Matrix4x3d
set(Matrix4x3fc m)
Store the values of the given matrixm
intothis
matrix.Matrix4x3d
set(Quaterniondc q)
Set this matrix to be equivalent to the rotation  and possibly scaling  specified by the givenQuaterniondc
.Matrix4x3d
set(Quaternionfc q)
Set this matrix to be equivalent to the rotation  and possibly scaling  specified by the givenQuaternionfc
.Matrix4x3d
set(Vector3dc col0, Vector3dc col1, Vector3dc col2, Vector3dc col3)
Set the four columns of this matrix to the supplied vectors, respectively.Matrix4x3d
set3x3(Matrix3dc mat)
Set the left 3x3 submatrix of thisMatrix4x3d
to the givenMatrix3dc
and don't change the other elements.Matrix4x3d
set3x3(Matrix3fc mat)
Set the left 3x3 submatrix of thisMatrix4x3d
to the givenMatrix3fc
and don't change the other elements.Matrix4x3d
set3x3(Matrix4x3dc mat)
Set the left 3x3 submatrix of thisMatrix4x3d
to that of the givenMatrix4x3dc
and don't change the other elements.Matrix4x3d
setColumn(int column, Vector3dc src)
Set the column at the givencolumn
index, starting with0
.Matrix4x3d
setFloats(int index, java.nio.ByteBuffer buffer)
Set the values of this matrix by reading 12 float values from the givenByteBuffer
in columnmajor order, starting at the specified absolute buffer position/index.Matrix4x3d
setFloats(java.nio.ByteBuffer buffer)
Set the values of this matrix by reading 12 float values from the givenByteBuffer
in columnmajor order, starting at its current position.Matrix4x3d
setFromAddress(long address)
Set the values of this matrix by reading 12 double values from offheap memory in columnmajor order, starting at the given address.Matrix4x3d
setLookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
Set this matrix to a rotation transformation to makez
point alongdir
.Matrix4x3d
setLookAlong(Vector3dc dir, Vector3dc up)
Set this matrix to a rotation transformation to makez
point alongdir
.Matrix4x3d
setLookAt(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ)
Set this matrix to be a "lookat" transformation for a righthanded coordinate system, that alignsz
withcenter  eye
.Matrix4x3d
setLookAt(Vector3dc eye, Vector3dc center, Vector3dc up)
Set this matrix to be a "lookat" transformation for a righthanded coordinate system, that alignsz
withcenter  eye
.Matrix4x3d
setLookAtLH(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ)
Set this matrix to be a "lookat" transformation for a lefthanded coordinate system, that aligns+z
withcenter  eye
.Matrix4x3d
setLookAtLH(Vector3dc eye, Vector3dc center, Vector3dc up)
Set this matrix to be a "lookat" transformation for a lefthanded coordinate system, that aligns+z
withcenter  eye
.Matrix4x3d
setOrtho(double left, double right, double bottom, double top, double zNear, double zFar)
Set this matrix to be an orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
.Matrix4x3d
setOrtho(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne)
Set this matrix to be an orthographic projection transformation for a righthanded coordinate system using the given NDC z range.Matrix4x3d
setOrtho2D(double left, double right, double bottom, double top)
Set this matrix to be an orthographic projection transformation for a righthanded coordinate system.Matrix4x3d
setOrtho2DLH(double left, double right, double bottom, double top)
Set this matrix to be an orthographic projection transformation for a lefthanded coordinate system.Matrix4x3d
setOrthoLH(double left, double right, double bottom, double top, double zNear, double zFar)
Set this matrix to be an orthographic projection transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
.Matrix4x3d
setOrthoLH(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne)
Set this matrix to be an orthographic projection transformation for a lefthanded coordinate system using the given NDC z range.Matrix4x3d
setOrthoSymmetric(double width, double height, double zNear, double zFar)
Set this matrix to be a symmetric orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
.Matrix4x3d
setOrthoSymmetric(double width, double height, double zNear, double zFar, boolean zZeroToOne)
Set this matrix to be a symmetric orthographic projection transformation for a righthanded coordinate system using the given NDC z range.Matrix4x3d
setOrthoSymmetricLH(double width, double height, double zNear, double zFar)
Set this matrix to be a symmetric orthographic projection transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
.Matrix4x3d
setOrthoSymmetricLH(double width, double height, double zNear, double zFar, boolean zZeroToOne)
Set this matrix to be a symmetric orthographic projection transformation for a lefthanded coordinate system using the given NDC z range.Matrix4x3d
setRotationXYZ(double angleX, double angleY, double angleZ)
Set only the left 3x3 submatrix of this matrix to a rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis.Matrix4x3d
setRotationYXZ(double angleY, double angleX, double angleZ)
Set only the left 3x3 submatrix of this matrix to a rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis.Matrix4x3d
setRotationZYX(double angleZ, double angleY, double angleX)
Set only the left 3x3 submatrix of this matrix to a rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis.Matrix4x3d
setRow(int row, Vector4dc src)
Set the row at the givenrow
index, starting with0
.Matrix4x3d
setTranslation(double x, double y, double z)
Set only the translation components(m30, m31, m32)
of this matrix to the given values(x, y, z)
.Matrix4x3d
setTranslation(Vector3dc xyz)
Set only the translation components(m30, m31, m32)
of this matrix to the given values(xyz.x, xyz.y, xyz.z)
.Matrix4x3d
shadow(double lightX, double lightY, double lightZ, double lightW, double a, double b, double c, double d)
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)
.Matrix4x3d
shadow(double lightX, double lightY, double lightZ, double lightW, double a, double b, double c, double d, Matrix4x3d dest)
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)
and store the result indest
.Matrix4x3d
shadow(double lightX, double lightY, double lightZ, double lightW, Matrix4x3dc planeTransform)
Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0
as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)
.Matrix4x3d
shadow(double lightX, double lightY, double lightZ, double lightW, Matrix4x3dc planeTransform, Matrix4x3d dest)
Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0
as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)
and store the result indest
.Matrix4x3d
shadow(Vector4dc light, double a, double b, double c, double d)
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/directionlight
.Matrix4x3d
shadow(Vector4dc light, double a, double b, double c, double d, Matrix4x3d dest)
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/directionlight
and store the result indest
.Matrix4x3d
shadow(Vector4dc light, Matrix4x3dc planeTransform)
Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0
as if casting a shadow from a given light position/directionlight
.Matrix4x3d
shadow(Vector4dc light, Matrix4x3dc planeTransform, Matrix4x3d dest)
Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0
as if casting a shadow from a given light position/directionlight
and store the result indest
.Matrix4x3d
sub(Matrix4x3dc subtrahend)
Componentwise subtractsubtrahend
fromthis
.Matrix4x3d
sub(Matrix4x3dc subtrahend, Matrix4x3d dest)
Componentwise subtractsubtrahend
fromthis
and store the result indest
.Matrix4x3d
sub(Matrix4x3fc subtrahend)
Componentwise subtractsubtrahend
fromthis
.Matrix4x3d
sub(Matrix4x3fc subtrahend, Matrix4x3d dest)
Componentwise subtractsubtrahend
fromthis
and store the result indest
.Matrix4x3d
swap(Matrix4x3d other)
Exchange the values ofthis
matrix with the givenother
matrix.java.lang.String
toString()
Return a string representation of this matrix.java.lang.String
toString(java.text.NumberFormat formatter)
Return a string representation of this matrix by formatting the matrix elements with the givenNumberFormat
.Vector4d
transform(Vector4d v)
Transform/multiply the given vector by this matrix and store the result in that vector.Vector4d
transform(Vector4dc v, Vector4d dest)
Transform/multiply the given vector by this matrix and store the result indest
.Matrix4x3d
transformAab(double minX, double minY, double minZ, double maxX, double maxY, double maxZ, Vector3d outMin, Vector3d outMax)
Transform the axisaligned box given as the minimum corner(minX, minY, minZ)
and maximum corner(maxX, maxY, maxZ)
bythis
matrix and compute the axisaligned box of the result whose minimum corner is stored inoutMin
and maximum corner stored inoutMax
.Matrix4x3d
transformAab(Vector3dc min, Vector3dc max, Vector3d outMin, Vector3d outMax)
Transform the axisaligned box given as the minimum cornermin
and maximum cornermax
bythis
matrix and compute the axisaligned box of the result whose minimum corner is stored inoutMin
and maximum corner stored inoutMax
.Vector3d
transformDirection(Vector3d v)
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=0, by this matrix and store the result in that vector.Vector3d
transformDirection(Vector3dc v, Vector3d dest)
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=0, by this matrix and store the result indest
.Vector3d
transformPosition(Vector3d v)
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=1, by this matrix and store the result in that vector.Vector3d
transformPosition(Vector3dc v, Vector3d dest)
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=1, by this matrix and store the result indest
.Matrix4x3d
translate(double x, double y, double z)
Apply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4x3d
translate(double x, double y, double z, Matrix4x3d dest)
Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.Matrix4x3d
translate(Vector3dc offset)
Apply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4x3d
translate(Vector3dc offset, Matrix4x3d dest)
Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.Matrix4x3d
translate(Vector3fc offset)
Apply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4x3d
translate(Vector3fc offset, Matrix4x3d dest)
Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.Matrix4x3d
translateLocal(double x, double y, double z)
Premultiply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4x3d
translateLocal(double x, double y, double z, Matrix4x3d dest)
Premultiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.Matrix4x3d
translateLocal(Vector3dc offset)
Premultiply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4x3d
translateLocal(Vector3dc offset, Matrix4x3d dest)
Premultiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.Matrix4x3d
translateLocal(Vector3fc offset)
Premultiply a translation to this matrix by translating by the given number of units in x, y and z.Matrix4x3d
translateLocal(Vector3fc offset, Matrix4x3d dest)
Premultiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.Matrix4x3d
translation(double x, double y, double z)
Set this matrix to be a simple translation matrix.Matrix4x3d
translation(Vector3dc offset)
Set this matrix to be a simple translation matrix.Matrix4x3d
translation(Vector3fc offset)
Set this matrix to be a simple translation matrix.Matrix4x3d
translationRotate(double tx, double ty, double tz, double qx, double qy, double qz, double qw)
Setthis
matrix toT * R
, whereT
is a translation by the given(tx, ty, tz)
andR
is a rotation  and possibly scaling  transformation specified by the quaternion(qx, qy, qz, qw)
.Matrix4x3d
translationRotate(double tx, double ty, double tz, Quaterniondc quat)
Setthis
matrix toT * R
, whereT
is a translation by the given(tx, ty, tz)
andR
is a rotation transformation specified by the given quaternion.Matrix4x3d
translationRotate(Vector3dc translation, Quaterniondc quat)
Setthis
matrix toT * R
, whereT
is the giventranslation
andR
is a rotation transformation specified by the given quaternion.Matrix4x3d
translationRotateInvert(double tx, double ty, double tz, double qx, double qy, double qz, double qw)
Setthis
matrix to(T * R)^{1}
, whereT
is a translation by the given(tx, ty, tz)
andR
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
.Matrix4x3d
translationRotateInvert(Vector3dc translation, Quaterniondc quat)
Setthis
matrix to(T * R)^{1}
, whereT
is the giventranslation
andR
is a rotation transformation specified by the given quaternion.Matrix4x3d
translationRotateMul(double tx, double ty, double tz, double qx, double qy, double qz, double qw, Matrix4x3dc mat)
Setthis
matrix toT * R * M
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation  and possibly scaling  transformation specified by the quaternion(qx, qy, qz, qw)
andM
is the given matrixmat
Matrix4x3d
translationRotateMul(double tx, double ty, double tz, Quaternionfc quat, Matrix4x3dc mat)
Setthis
matrix toT * R * M
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation  and possibly scaling  transformation specified by the given quaternion andM
is the given matrixmat
.Matrix4x3d
translationRotateScale(double tx, double ty, double tz, double qx, double qy, double qz, double qw, double sx, double sy, double sz)
Setthis
matrix toT * R * S
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
, andS
is a scaling transformation which scales the three axes x, y and z by(sx, sy, sz)
.Matrix4x3d
translationRotateScale(Vector3dc translation, Quaterniondc quat, Vector3dc scale)
Setthis
matrix toT * R * S
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales the axes byscale
.Matrix4x3d
translationRotateScale(Vector3fc translation, Quaternionfc quat, Vector3fc scale)
Setthis
matrix toT * R * S
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales the axes byscale
.Matrix4x3d
translationRotateScaleMul(double tx, double ty, double tz, double qx, double qy, double qz, double qw, double sx, double sy, double sz, Matrix4x3dc m)
Setthis
matrix toT * R * S * M
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
,S
is a scaling transformation which scales the three axes x, y and z by(sx, sy, sz)
.Matrix4x3d
translationRotateScaleMul(Vector3dc translation, Quaterniondc quat, Vector3dc scale, Matrix4x3dc m)
Setthis
matrix toT * R * S * M
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion,S
is a scaling transformation which scales the axes byscale
.Matrix4x3d
translationRotateTowards(double posX, double posY, double posZ, double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
Set this matrix to a model transformation for a righthanded coordinate system, that translates to the given(posX, posY, posZ)
and aligns the localz
axis with(dirX, dirY, dirZ)
.Matrix4x3d
translationRotateTowards(Vector3dc pos, Vector3dc dir, Vector3dc up)
Set this matrix to a model transformation for a righthanded coordinate system, that translates to the givenpos
and aligns the localz
axis withdir
.Matrix4x3d
transpose3x3()
Transpose only the left 3x3 submatrix of this matrix and set the rest of the matrix elements to identity.Matrix3d
transpose3x3(Matrix3d dest)
Transpose only the left 3x3 submatrix of this matrix and store the result indest
.Matrix4x3d
transpose3x3(Matrix4x3d dest)
Transpose only the left 3x3 submatrix of this matrix and store the result indest
.void
writeExternal(java.io.ObjectOutput out)
Matrix4x3d
zero()
Set all the values within this matrix to 0.



Constructor Detail

Matrix4x3d
public Matrix4x3d()
Create a newMatrix4x3d
and set it toidentity
.

Matrix4x3d
public Matrix4x3d(Matrix4x3dc mat)
Create a newMatrix4x3d
and make it a copy of the given matrix. Parameters:
mat
 theMatrix4x3dc
to copy the values from

Matrix4x3d
public Matrix4x3d(Matrix4x3fc mat)
Create a newMatrix4x3d
and make it a copy of the given matrix. Parameters:
mat
 theMatrix4x3fc
to copy the values from

Matrix4x3d
public Matrix4x3d(Matrix3dc mat)
Create a newMatrix4x3d
by setting its left 3x3 submatrix to the values of the givenMatrix3dc
and the rest to identity. Parameters:
mat
 theMatrix3dc

Matrix4x3d
public Matrix4x3d(Matrix3fc mat)
Create a newMatrix4x3d
by setting its left 3x3 submatrix to the values of the givenMatrix3fc
and the rest to identity. Parameters:
mat
 theMatrix3dc

Matrix4x3d
public Matrix4x3d(double m00, double m01, double m02, double m10, double m11, double m12, double m20, double m21, double m22, double m30, double m31, double m32)
Create a new 4x4 matrix using the supplied double values. Parameters:
m00
 the value of m00m01
 the value of m01m02
 the value of m02m10
 the value of m10m11
 the value of m11m12
 the value of m12m20
 the value of m20m21
 the value of m21m22
 the value of m22m30
 the value of m30m31
 the value of m31m32
 the value of m32

Matrix4x3d
public Matrix4x3d(java.nio.DoubleBuffer buffer)
Create a newMatrix4x3d
by reading its 12 double components from the givenDoubleBuffer
at the buffer's current position.That DoubleBuffer is expected to hold the values in columnmajor order.
The buffer's position will not be changed by this method.
 Parameters:
buffer
 theDoubleBuffer
to read the matrix values from


Method Detail

assume
public Matrix4x3d assume(int properties)
Assume the given properties about this matrix.Use one or multiple of 0,
Matrix4x3dc.PROPERTY_IDENTITY
,Matrix4x3dc.PROPERTY_TRANSLATION
,Matrix4x3dc.PROPERTY_ORTHONORMAL
. Parameters:
properties
 bitset of the properties to assume about this matrix Returns:
 this

determineProperties
public Matrix4x3d determineProperties()
Compute and set the matrix properties returned byproperties()
based on the current matrix element values. Returns:
 this

properties
public int properties()
 Specified by:
properties
in interfaceMatrix4x3dc
 Returns:
 the properties of the matrix

m00
public double m00()
Description copied from interface:Matrix4x3dc
Return the value of the matrix element at column 0 and row 0. Specified by:
m00
in interfaceMatrix4x3dc
 Returns:
 the value of the matrix element

m01
public double m01()
Description copied from interface:Matrix4x3dc
Return the value of the matrix element at column 0 and row 1. Specified by:
m01
in interfaceMatrix4x3dc
 Returns:
 the value of the matrix element

m02
public double m02()
Description copied from interface:Matrix4x3dc
Return the value of the matrix element at column 0 and row 2. Specified by:
m02
in interfaceMatrix4x3dc
 Returns:
 the value of the matrix element

m10
public double m10()
Description copied from interface:Matrix4x3dc
Return the value of the matrix element at column 1 and row 0. Specified by:
m10
in interfaceMatrix4x3dc
 Returns:
 the value of the matrix element

m11
public double m11()
Description copied from interface:Matrix4x3dc
Return the value of the matrix element at column 1 and row 1. Specified by:
m11
in interfaceMatrix4x3dc
 Returns:
 the value of the matrix element

m12
public double m12()
Description copied from interface:Matrix4x3dc
Return the value of the matrix element at column 1 and row 2. Specified by:
m12
in interfaceMatrix4x3dc
 Returns:
 the value of the matrix element

m20
public double m20()
Description copied from interface:Matrix4x3dc
Return the value of the matrix element at column 2 and row 0. Specified by:
m20
in interfaceMatrix4x3dc
 Returns:
 the value of the matrix element

m21
public double m21()
Description copied from interface:Matrix4x3dc
Return the value of the matrix element at column 2 and row 1. Specified by:
m21
in interfaceMatrix4x3dc
 Returns:
 the value of the matrix element

m22
public double m22()
Description copied from interface:Matrix4x3dc
Return the value of the matrix element at column 2 and row 2. Specified by:
m22
in interfaceMatrix4x3dc
 Returns:
 the value of the matrix element

m30
public double m30()
Description copied from interface:Matrix4x3dc
Return the value of the matrix element at column 3 and row 0. Specified by:
m30
in interfaceMatrix4x3dc
 Returns:
 the value of the matrix element

m31
public double m31()
Description copied from interface:Matrix4x3dc
Return the value of the matrix element at column 3 and row 1. Specified by:
m31
in interfaceMatrix4x3dc
 Returns:
 the value of the matrix element

m32
public double m32()
Description copied from interface:Matrix4x3dc
Return the value of the matrix element at column 3 and row 2. Specified by:
m32
in interfaceMatrix4x3dc
 Returns:
 the value of the matrix element

m00
public Matrix4x3d m00(double m00)
Set the value of the matrix element at column 0 and row 0. Parameters:
m00
 the new value Returns:
 this

m01
public Matrix4x3d m01(double m01)
Set the value of the matrix element at column 0 and row 1. Parameters:
m01
 the new value Returns:
 this

m02
public Matrix4x3d m02(double m02)
Set the value of the matrix element at column 0 and row 2. Parameters:
m02
 the new value Returns:
 this

m10
public Matrix4x3d m10(double m10)
Set the value of the matrix element at column 1 and row 0. Parameters:
m10
 the new value Returns:
 this

m11
public Matrix4x3d m11(double m11)
Set the value of the matrix element at column 1 and row 1. Parameters:
m11
 the new value Returns:
 this

m12
public Matrix4x3d m12(double m12)
Set the value of the matrix element at column 1 and row 2. Parameters:
m12
 the new value Returns:
 this

m20
public Matrix4x3d m20(double m20)
Set the value of the matrix element at column 2 and row 0. Parameters:
m20
 the new value Returns:
 this

m21
public Matrix4x3d m21(double m21)
Set the value of the matrix element at column 2 and row 1. Parameters:
m21
 the new value Returns:
 this

m22
public Matrix4x3d m22(double m22)
Set the value of the matrix element at column 2 and row 2. Parameters:
m22
 the new value Returns:
 this

m30
public Matrix4x3d m30(double m30)
Set the value of the matrix element at column 3 and row 0. Parameters:
m30
 the new value Returns:
 this

m31
public Matrix4x3d m31(double m31)
Set the value of the matrix element at column 3 and row 1. Parameters:
m31
 the new value Returns:
 this

m32
public Matrix4x3d m32(double m32)
Set the value of the matrix element at column 3 and row 2. Parameters:
m32
 the new value Returns:
 this

identity
public Matrix4x3d identity()
Reset this matrix to the identity.Please note that if a call to
identity()
is immediately followed by a call to:translate
,rotate
,scale
,ortho
,ortho2D
,lookAt
,lookAlong
, or any of their overloads, then the call toidentity()
can be omitted and the subsequent call replaced with:translation
,rotation
,scaling
,setOrtho
,setOrtho2D
,setLookAt
,setLookAlong
, or any of their overloads. Returns:
 this

set
public Matrix4x3d set(Matrix4x3dc m)
Store the values of the given matrixm
intothis
matrix. Parameters:
m
 the matrix to copy the values from Returns:
 this

set
public Matrix4x3d set(Matrix4x3fc m)
Store the values of the given matrixm
intothis
matrix. Parameters:
m
 the matrix to copy the values from Returns:
 this

set
public Matrix4x3d set(Matrix4dc m)
Store the values of the upper 4x3 submatrix ofm
intothis
matrix. Parameters:
m
 the matrix to copy the values from Returns:
 this
 See Also:
Matrix4dc.get4x3(Matrix4x3d)

get
public Matrix4d get(Matrix4d dest)
Description copied from interface:Matrix4x3dc
Get the current values ofthis
matrix and store them into the upper 4x3 submatrix ofdest
.The other elements of
dest
will not be modified. Specified by:
get
in interfaceMatrix4x3dc
 Parameters:
dest
 the destination matrix Returns:
 dest
 See Also:
Matrix4d.set4x3(Matrix4x3dc)

set
public Matrix4x3d set(Matrix3dc mat)
Set the left 3x3 submatrix of thisMatrix4x3d
to the givenMatrix3dc
and the rest to identity. Parameters:
mat
 theMatrix3dc
 Returns:
 this
 See Also:
Matrix4x3d(Matrix3dc)

set
public Matrix4x3d set(Matrix3fc mat)
Set the left 3x3 submatrix of thisMatrix4x3d
to the givenMatrix3fc
and the rest to identity. Parameters:
mat
 theMatrix3fc
 Returns:
 this
 See Also:
Matrix4x3d(Matrix3fc)

set
public Matrix4x3d set(Vector3dc col0, Vector3dc col1, Vector3dc col2, Vector3dc col3)
Set the four columns of this matrix to the supplied vectors, respectively. Parameters:
col0
 the first columncol1
 the second columncol2
 the third columncol3
 the fourth column Returns:
 this

set3x3
public Matrix4x3d set3x3(Matrix4x3dc mat)
Set the left 3x3 submatrix of thisMatrix4x3d
to that of the givenMatrix4x3dc
and don't change the other elements. Parameters:
mat
 theMatrix4x3dc
 Returns:
 this

set
public Matrix4x3d set(AxisAngle4f axisAngle)
Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4f
. Parameters:
axisAngle
 theAxisAngle4f
 Returns:
 this

set
public Matrix4x3d set(AxisAngle4d axisAngle)
Set this matrix to be equivalent to the rotation specified by the givenAxisAngle4d
. Parameters:
axisAngle
 theAxisAngle4d
 Returns:
 this

set
public Matrix4x3d set(Quaternionfc q)
Set this matrix to be equivalent to the rotation  and possibly scaling  specified by the givenQuaternionfc
.This method is equivalent to calling:
rotation(q)
 Parameters:
q
 theQuaternionfc
 Returns:
 this
 See Also:
rotation(Quaternionfc)

set
public Matrix4x3d set(Quaterniondc q)
Set this matrix to be equivalent to the rotation  and possibly scaling  specified by the givenQuaterniondc
.This method is equivalent to calling:
rotation(q)
 Parameters:
q
 theQuaterniondc
 Returns:
 this

mul
public Matrix4x3d mul(Matrix4x3dc right)
Multiply this matrix by the suppliedright
matrix.If
M
isthis
matrix andR
theright
matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of the right matrix will be applied first! Parameters:
right
 the right operand of the multiplication Returns:
 this

mul
public Matrix4x3d mul(Matrix4x3dc right, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiply this matrix by the suppliedright
matrix and store the result indest
.If
M
isthis
matrix andR
theright
matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of the right matrix will be applied first! Specified by:
mul
in interfaceMatrix4x3dc
 Parameters:
right
 the right operand of the multiplicationdest
 will hold the result Returns:
 dest

mul
public Matrix4x3d mul(Matrix4x3fc right)
Multiply this matrix by the suppliedright
matrix.If
M
isthis
matrix andR
theright
matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of the right matrix will be applied first! Parameters:
right
 the right operand of the multiplication Returns:
 this

mul
public Matrix4x3d mul(Matrix4x3fc right, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiply this matrix by the suppliedright
matrix and store the result indest
.If
M
isthis
matrix andR
theright
matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of the right matrix will be applied first! Specified by:
mul
in interfaceMatrix4x3dc
 Parameters:
right
 the right operand of the multiplicationdest
 will hold the result Returns:
 dest

mulTranslation
public Matrix4x3d mulTranslation(Matrix4x3dc right, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiply this matrix, which is assumed to only contain a translation, by the suppliedright
matrix and store the result indest
.This method assumes that
this
matrix only contains a translation.This method will not modify either the last row of
this
or the last row ofright
.If
M
isthis
matrix andR
theright
matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of the right matrix will be applied first! Specified by:
mulTranslation
in interfaceMatrix4x3dc
 Parameters:
right
 the right operand of the matrix multiplicationdest
 the destination matrix, which will hold the result Returns:
 dest

mulTranslation
public Matrix4x3d mulTranslation(Matrix4x3fc right, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiply this matrix, which is assumed to only contain a translation, by the suppliedright
matrix and store the result indest
.This method assumes that
this
matrix only contains a translation.This method will not modify either the last row of
this
or the last row ofright
.If
M
isthis
matrix andR
theright
matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of the right matrix will be applied first! Specified by:
mulTranslation
in interfaceMatrix4x3dc
 Parameters:
right
 the right operand of the matrix multiplicationdest
 the destination matrix, which will hold the result Returns:
 dest

mulOrtho
public Matrix4x3d mulOrtho(Matrix4x3dc view)
Multiplythis
orthographic projection matrix by the suppliedview
matrix.If
M
isthis
matrix andV
theview
matrix, then the new matrix will beM * V
. So when transforming a vectorv
with the new matrix by usingM * V * v
, the transformation of theview
matrix will be applied first! Parameters:
view
 the matrix which to multiplythis
with Returns:
 this

mulOrtho
public Matrix4x3d mulOrtho(Matrix4x3dc view, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
orthographic projection matrix by the suppliedview
matrix and store the result indest
.If
M
isthis
matrix andV
theview
matrix, then the new matrix will beM * V
. So when transforming a vectorv
with the new matrix by usingM * V * v
, the transformation of theview
matrix will be applied first! Specified by:
mulOrtho
in interfaceMatrix4x3dc
 Parameters:
view
 the matrix which to multiplythis
withdest
 the destination matrix, which will hold the result Returns:
 dest

mul3x3
public Matrix4x3d mul3x3(double rm00, double rm01, double rm02, double rm10, double rm11, double rm12, double rm20, double rm21, double rm22)
Multiplythis
by the 4x3 matrix with the column vectors(rm00, rm01, rm02)
,(rm10, rm11, rm12)
,(rm20, rm21, rm22)
and(0, 0, 0)
.If
M
isthis
matrix andR
the specified matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of theR
matrix will be applied first! Parameters:
rm00
 the value of the m00 elementrm01
 the value of the m01 elementrm02
 the value of the m02 elementrm10
 the value of the m10 elementrm11
 the value of the m11 elementrm12
 the value of the m12 elementrm20
 the value of the m20 elementrm21
 the value of the m21 elementrm22
 the value of the m22 element Returns:
 this

mul3x3
public Matrix4x3d mul3x3(double rm00, double rm01, double rm02, double rm10, double rm11, double rm12, double rm20, double rm21, double rm22, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the 4x3 matrix with the column vectors(rm00, rm01, rm02)
,(rm10, rm11, rm12)
,(rm20, rm21, rm22)
and(0, 0, 0)
and store the result indest
.If
M
isthis
matrix andR
the specified matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the transformation of theR
matrix will be applied first! Specified by:
mul3x3
in interfaceMatrix4x3dc
 Parameters:
rm00
 the value of the m00 elementrm01
 the value of the m01 elementrm02
 the value of the m02 elementrm10
 the value of the m10 elementrm11
 the value of the m11 elementrm12
 the value of the m12 elementrm20
 the value of the m20 elementrm21
 the value of the m21 elementrm22
 the value of the m22 elementdest
 will hold the result Returns:
 dest

fma
public Matrix4x3d fma(Matrix4x3dc other, double otherFactor)
Componentwise addthis
andother
by first multiplying each component ofother
byotherFactor
and adding that result tothis
.The matrix
other
will not be changed. Parameters:
other
 the other matrixotherFactor
 the factor to multiply each of the other matrix's components Returns:
 this

fma
public Matrix4x3d fma(Matrix4x3dc other, double otherFactor, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Componentwise addthis
andother
by first multiplying each component ofother
byotherFactor
, adding that tothis
and storing the final result indest
.The other components of
dest
will be set to the ones ofthis
.The matrices
this
andother
will not be changed. Specified by:
fma
in interfaceMatrix4x3dc
 Parameters:
other
 the other matrixotherFactor
 the factor to multiply each of the other matrix's componentsdest
 will hold the result Returns:
 dest

fma
public Matrix4x3d fma(Matrix4x3fc other, double otherFactor)
Componentwise addthis
andother
by first multiplying each component ofother
byotherFactor
and adding that result tothis
.The matrix
other
will not be changed. Parameters:
other
 the other matrixotherFactor
 the factor to multiply each of the other matrix's components Returns:
 this

fma
public Matrix4x3d fma(Matrix4x3fc other, double otherFactor, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Componentwise addthis
andother
by first multiplying each component ofother
byotherFactor
, adding that tothis
and storing the final result indest
.The other components of
dest
will be set to the ones ofthis
.The matrices
this
andother
will not be changed. Specified by:
fma
in interfaceMatrix4x3dc
 Parameters:
other
 the other matrixotherFactor
 the factor to multiply each of the other matrix's componentsdest
 will hold the result Returns:
 dest

add
public Matrix4x3d add(Matrix4x3dc other)
Componentwise addthis
andother
. Parameters:
other
 the other addend Returns:
 this

add
public Matrix4x3d add(Matrix4x3dc other, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Componentwise addthis
andother
and store the result indest
. Specified by:
add
in interfaceMatrix4x3dc
 Parameters:
other
 the other addenddest
 will hold the result Returns:
 dest

add
public Matrix4x3d add(Matrix4x3fc other)
Componentwise addthis
andother
. Parameters:
other
 the other addend Returns:
 this

add
public Matrix4x3d add(Matrix4x3fc other, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Componentwise addthis
andother
and store the result indest
. Specified by:
add
in interfaceMatrix4x3dc
 Parameters:
other
 the other addenddest
 will hold the result Returns:
 dest

sub
public Matrix4x3d sub(Matrix4x3dc subtrahend)
Componentwise subtractsubtrahend
fromthis
. Parameters:
subtrahend
 the subtrahend Returns:
 this

sub
public Matrix4x3d sub(Matrix4x3dc subtrahend, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Componentwise subtractsubtrahend
fromthis
and store the result indest
. Specified by:
sub
in interfaceMatrix4x3dc
 Parameters:
subtrahend
 the subtrahenddest
 will hold the result Returns:
 dest

sub
public Matrix4x3d sub(Matrix4x3fc subtrahend)
Componentwise subtractsubtrahend
fromthis
. Parameters:
subtrahend
 the subtrahend Returns:
 this

sub
public Matrix4x3d sub(Matrix4x3fc subtrahend, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Componentwise subtractsubtrahend
fromthis
and store the result indest
. Specified by:
sub
in interfaceMatrix4x3dc
 Parameters:
subtrahend
 the subtrahenddest
 will hold the result Returns:
 dest

mulComponentWise
public Matrix4x3d mulComponentWise(Matrix4x3dc other)
Componentwise multiplythis
byother
. Parameters:
other
 the other matrix Returns:
 this

mulComponentWise
public Matrix4x3d mulComponentWise(Matrix4x3dc other, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Componentwise multiplythis
byother
and store the result indest
. Specified by:
mulComponentWise
in interfaceMatrix4x3dc
 Parameters:
other
 the other matrixdest
 will hold the result Returns:
 dest

set
public Matrix4x3d set(double m00, double m01, double m02, double m10, double m11, double m12, double m20, double m21, double m22, double m30, double m31, double m32)
Set the values within this matrix to the supplied double values. The matrix will look like this:
m00, m10, m20, m30
m01, m11, m21, m31
m02, m12, m22, m32 Parameters:
m00
 the new value of m00m01
 the new value of m01m02
 the new value of m02m10
 the new value of m10m11
 the new value of m11m12
 the new value of m12m20
 the new value of m20m21
 the new value of m21m22
 the new value of m22m30
 the new value of m30m31
 the new value of m31m32
 the new value of m32 Returns:
 this

set
public Matrix4x3d set(double[] m, int off)
Set the values in the matrix using a double array that contains the matrix elements in columnmajor order.The results will look like this:
0, 3, 6, 9
1, 4, 7, 10
2, 5, 8, 11 Parameters:
m
 the array to read the matrix values fromoff
 the offset into the array Returns:
 this
 See Also:
set(double[])

set
public Matrix4x3d set(double[] m)
Set the values in the matrix using a double array that contains the matrix elements in columnmajor order.The results will look like this:
0, 3, 6, 9
1, 4, 7, 10
2, 5, 8, 11 Parameters:
m
 the array to read the matrix values from Returns:
 this
 See Also:
set(double[], int)

set
public Matrix4x3d set(float[] m, int off)
Set the values in the matrix using a float array that contains the matrix elements in columnmajor order.The results will look like this:
0, 3, 6, 9
1, 4, 7, 10
2, 5, 8, 11 Parameters:
m
 the array to read the matrix values fromoff
 the offset into the array Returns:
 this
 See Also:
set(float[])

set
public Matrix4x3d set(float[] m)
Set the values in the matrix using a float array that contains the matrix elements in columnmajor order.The results will look like this:
0, 3, 6, 9
1, 4, 7, 10
2, 5, 8, 11 Parameters:
m
 the array to read the matrix values from Returns:
 this
 See Also:
set(float[], int)

set
public Matrix4x3d set(java.nio.DoubleBuffer buffer)
Set the values of this matrix by reading 12 double values from the givenDoubleBuffer
in columnmajor order, starting at its current position.The DoubleBuffer is expected to contain the values in columnmajor order.
The position of the DoubleBuffer will not be changed by this method.
 Parameters:
buffer
 the DoubleBuffer to read the matrix values from in columnmajor order Returns:
 this

set
public Matrix4x3d set(java.nio.FloatBuffer buffer)
Set the values of this matrix by reading 12 float values from the givenFloatBuffer
in columnmajor order, starting at its current position.The FloatBuffer is expected to contain the values in columnmajor order.
The position of the FloatBuffer will not be changed by this method.
 Parameters:
buffer
 the FloatBuffer to read the matrix values from in columnmajor order Returns:
 this

set
public Matrix4x3d set(java.nio.ByteBuffer buffer)
Set the values of this matrix by reading 12 double values from the givenByteBuffer
in columnmajor order, starting at its current position.The ByteBuffer is expected to contain the values in columnmajor order.
The position of the ByteBuffer will not be changed by this method.
 Parameters:
buffer
 the ByteBuffer to read the matrix values from in columnmajor order Returns:
 this

set
public Matrix4x3d set(int index, java.nio.DoubleBuffer buffer)
Set the values of this matrix by reading 12 double values from the givenDoubleBuffer
in columnmajor order, starting at the specified absolute buffer position/index.The DoubleBuffer is expected to contain the values in columnmajor order.
The position of the DoubleBuffer will not be changed by this method.
 Parameters:
index
 the absolute position into the DoubleBufferbuffer
 the DoubleBuffer to read the matrix values from in columnmajor order Returns:
 this

set
public Matrix4x3d set(int index, java.nio.FloatBuffer buffer)
Set the values of this matrix by reading 12 float values from the givenFloatBuffer
in columnmajor order, starting at the specified absolute buffer position/index.The FloatBuffer is expected to contain the values in columnmajor order.
The position of the FloatBuffer will not be changed by this method.
 Parameters:
index
 the absolute position into the FloatBufferbuffer
 the FloatBuffer to read the matrix values from in columnmajor order Returns:
 this

set
public Matrix4x3d set(int index, java.nio.ByteBuffer buffer)
Set the values of this matrix by reading 12 double values from the givenByteBuffer
in columnmajor order, starting at the specified absolute buffer position/index.The ByteBuffer is expected to contain the values in columnmajor order.
The position of the ByteBuffer will not be changed by this method.
 Parameters:
index
 the absolute position into the ByteBufferbuffer
 the ByteBuffer to read the matrix values from in columnmajor order Returns:
 this

setFloats
public Matrix4x3d setFloats(java.nio.ByteBuffer buffer)
Set the values of this matrix by reading 12 float values from the givenByteBuffer
in columnmajor order, starting at its current position.The ByteBuffer is expected to contain the values in columnmajor order.
The position of the ByteBuffer will not be changed by this method.
 Parameters:
buffer
 the ByteBuffer to read the matrix values from in columnmajor order Returns:
 this

setFloats
public Matrix4x3d setFloats(int index, java.nio.ByteBuffer buffer)
Set the values of this matrix by reading 12 float values from the givenByteBuffer
in columnmajor order, starting at the specified absolute buffer position/index.The ByteBuffer is expected to contain the values in columnmajor order.
The position of the ByteBuffer will not be changed by this method.
 Parameters:
index
 the absolute position into the ByteBufferbuffer
 the ByteBuffer to read the matrix values from in columnmajor order Returns:
 this

setFromAddress
public Matrix4x3d setFromAddress(long address)
Set the values of this matrix by reading 12 double values from offheap memory in columnmajor order, starting at the given address.This method will throw an
UnsupportedOperationException
when JOML is used with `Djoml.nounsafe`.This method is unsafe as it can result in a crash of the JVM process when the specified address range does not belong to this process.
 Parameters:
address
 the offheap memory address to read the matrix values from in columnmajor order Returns:
 this

determinant
public double determinant()
Description copied from interface:Matrix4x3dc
Return the determinant of this matrix. Specified by:
determinant
in interfaceMatrix4x3dc
 Returns:
 the determinant

invert
public Matrix4x3d invert()
Invert this matrix. Returns:
 this

invert
public Matrix4x3d invert(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Invertthis
matrix and store the result indest
. Specified by:
invert
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

invertOrtho
public Matrix4x3d invertOrtho(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Invertthis
orthographic projection matrix and store the result into the givendest
.This method can be used to quickly obtain the inverse of an orthographic projection matrix.
 Specified by:
invertOrtho
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the inverse ofthis
 Returns:
 dest

invertOrtho
public Matrix4x3d invertOrtho()
Invertthis
orthographic projection matrix.This method can be used to quickly obtain the inverse of an orthographic projection matrix.
 Returns:
 this

transpose3x3
public Matrix4x3d transpose3x3()
Transpose only the left 3x3 submatrix of this matrix and set the rest of the matrix elements to identity. Returns:
 this

transpose3x3
public Matrix4x3d transpose3x3(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Transpose only the left 3x3 submatrix of this matrix and store the result indest
.All other matrix elements are left unchanged.
 Specified by:
transpose3x3
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

transpose3x3
public Matrix3d transpose3x3(Matrix3d dest)
Description copied from interface:Matrix4x3dc
Transpose only the left 3x3 submatrix of this matrix and store the result indest
. Specified by:
transpose3x3
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

translation
public Matrix4x3d translation(double x, double y, double z)
Set this matrix to be a simple translation matrix.The resulting matrix can be multiplied against another transformation matrix to obtain an additional translation.
 Parameters:
x
 the offset to translate in xy
 the offset to translate in yz
 the offset to translate in z Returns:
 this

translation
public Matrix4x3d translation(Vector3fc offset)
Set this matrix to be a simple translation matrix.The resulting matrix can be multiplied against another transformation matrix to obtain an additional translation.
 Parameters:
offset
 the offsets in x, y and z to translate Returns:
 this

translation
public Matrix4x3d translation(Vector3dc offset)
Set this matrix to be a simple translation matrix.The resulting matrix can be multiplied against another transformation matrix to obtain an additional translation.
 Parameters:
offset
 the offsets in x, y and z to translate Returns:
 this

setTranslation
public Matrix4x3d setTranslation(double x, double y, double z)
Set only the translation components(m30, m31, m32)
of this matrix to the given values(x, y, z)
.To build a translation matrix instead, use
translation(double, double, double)
. To apply a translation, usetranslate(double, double, double)
. Parameters:
x
 the units to translate in xy
 the units to translate in yz
 the units to translate in z Returns:
 this
 See Also:
translation(double, double, double)
,translate(double, double, double)

setTranslation
public Matrix4x3d setTranslation(Vector3dc xyz)
Set only the translation components(m30, m31, m32)
of this matrix to the given values(xyz.x, xyz.y, xyz.z)
.To build a translation matrix instead, use
translation(Vector3dc)
. To apply a translation, usetranslate(Vector3dc)
. Parameters:
xyz
 the units to translate in(x, y, z)
 Returns:
 this
 See Also:
translation(Vector3dc)
,translate(Vector3dc)

getTranslation
public Vector3d getTranslation(Vector3d dest)
Description copied from interface:Matrix4x3dc
Get only the translation components(m30, m31, m32)
of this matrix and store them in the given vectorxyz
. Specified by:
getTranslation
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the translation components of this matrix Returns:
 dest

getScale
public Vector3d getScale(Vector3d dest)
Description copied from interface:Matrix4x3dc
Get the scaling factors ofthis
matrix for the three base axes. Specified by:
getScale
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the scaling factors forx
,y
andz
 Returns:
 dest

toString
public java.lang.String toString()
Return a string representation of this matrix.This method creates a new
DecimalFormat
on every invocation with the format string "0.000E0;
". Overrides:
toString
in classjava.lang.Object
 Returns:
 the string representation

toString
public java.lang.String toString(java.text.NumberFormat formatter)
Return a string representation of this matrix by formatting the matrix elements with the givenNumberFormat
. Parameters:
formatter
 theNumberFormat
used to format the matrix values with Returns:
 the string representation

get
public Matrix4x3d get(Matrix4x3d dest)
Get the current values ofthis
matrix and store them intodest
.This is the reverse method of
set(Matrix4x3dc)
and allows to obtain intermediate calculation results when chaining multiple transformations. Specified by:
get
in interfaceMatrix4x3dc
 Parameters:
dest
 the destination matrix Returns:
 the passed in destination
 See Also:
set(Matrix4x3dc)

getUnnormalizedRotation
public Quaternionf getUnnormalizedRotation(Quaternionf dest)
Description copied from interface:Matrix4x3dc
Get the current values ofthis
matrix and store the represented rotation into the givenQuaternionf
.This method assumes that the first three column vectors of the left 3x3 submatrix are not normalized and thus allows to ignore any additional scaling factor that is applied to the matrix.
 Specified by:
getUnnormalizedRotation
in interfaceMatrix4x3dc
 Parameters:
dest
 the destinationQuaternionf
 Returns:
 the passed in destination
 See Also:
Quaternionf.setFromUnnormalized(Matrix4x3dc)

getNormalizedRotation
public Quaternionf getNormalizedRotation(Quaternionf dest)
Description copied from interface:Matrix4x3dc
Get the current values ofthis
matrix and store the represented rotation into the givenQuaternionf
.This method assumes that the first three column vectors of the left 3x3 submatrix are normalized.
 Specified by:
getNormalizedRotation
in interfaceMatrix4x3dc
 Parameters:
dest
 the destinationQuaternionf
 Returns:
 the passed in destination
 See Also:
Quaternionf.setFromNormalized(Matrix4x3dc)

getUnnormalizedRotation
public Quaterniond getUnnormalizedRotation(Quaterniond dest)
Description copied from interface:Matrix4x3dc
Get the current values ofthis
matrix and store the represented rotation into the givenQuaterniond
.This method assumes that the first three column vectors of the left 3x3 submatrix are not normalized and thus allows to ignore any additional scaling factor that is applied to the matrix.
 Specified by:
getUnnormalizedRotation
in interfaceMatrix4x3dc
 Parameters:
dest
 the destinationQuaterniond
 Returns:
 the passed in destination
 See Also:
Quaterniond.setFromUnnormalized(Matrix4x3dc)

getNormalizedRotation
public Quaterniond getNormalizedRotation(Quaterniond dest)
Description copied from interface:Matrix4x3dc
Get the current values ofthis
matrix and store the represented rotation into the givenQuaterniond
.This method assumes that the first three column vectors of the left 3x3 submatrix are normalized.
 Specified by:
getNormalizedRotation
in interfaceMatrix4x3dc
 Parameters:
dest
 the destinationQuaterniond
 Returns:
 the passed in destination
 See Also:
Quaterniond.setFromNormalized(Matrix4x3dc)

get
public java.nio.DoubleBuffer get(java.nio.DoubleBuffer buffer)
Description copied from interface:Matrix4x3dc
Store this matrix in columnmajor order into the suppliedDoubleBuffer
at the current bufferposition
.This method will not increment the position of the given DoubleBuffer.
In order to specify the offset into the DoubleBuffer at which the matrix is stored, use
Matrix4x3dc.get(int, DoubleBuffer)
, taking the absolute position as parameter. Specified by:
get
in interfaceMatrix4x3dc
 Parameters:
buffer
 will receive the values of this matrix in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:
Matrix4x3dc.get(int, DoubleBuffer)

get
public java.nio.DoubleBuffer get(int index, java.nio.DoubleBuffer buffer)
Description copied from interface:Matrix4x3dc
Store this matrix in columnmajor order into the suppliedDoubleBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given
DoubleBuffer
. Specified by:
get
in interfaceMatrix4x3dc
 Parameters:
index
 the absolute position into theDoubleBuffer
buffer
 will receive the values of this matrix in columnmajor order Returns:
 the passed in buffer

get
public java.nio.FloatBuffer get(java.nio.FloatBuffer buffer)
Description copied from interface:Matrix4x3dc
Store this matrix in columnmajor order into the suppliedFloatBuffer
at the current bufferposition
.This method will not increment the position of the given FloatBuffer.
In order to specify the offset into the FloatBuffer at which the matrix is stored, use
Matrix4x3dc.get(int, FloatBuffer)
, taking the absolute position as parameter.Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given FloatBuffer.
 Specified by:
get
in interfaceMatrix4x3dc
 Parameters:
buffer
 will receive the values of this matrix in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:
Matrix4x3dc.get(int, FloatBuffer)

get
public java.nio.FloatBuffer get(int index, java.nio.FloatBuffer buffer)
Description copied from interface:Matrix4x3dc
Store this matrix in columnmajor order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given FloatBuffer.
Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given FloatBuffer.
 Specified by:
get
in interfaceMatrix4x3dc
 Parameters:
index
 the absolute position into the FloatBufferbuffer
 will receive the values of this matrix in columnmajor order Returns:
 the passed in buffer

get
public java.nio.ByteBuffer get(java.nio.ByteBuffer buffer)
Description copied from interface:Matrix4x3dc
Store this matrix in columnmajor order into the suppliedByteBuffer
at the current bufferposition
.This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
Matrix4x3dc.get(int, ByteBuffer)
, taking the absolute position as parameter. Specified by:
get
in interfaceMatrix4x3dc
 Parameters:
buffer
 will receive the values of this matrix in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:
Matrix4x3dc.get(int, ByteBuffer)

get
public java.nio.ByteBuffer get(int index, java.nio.ByteBuffer buffer)
Description copied from interface:Matrix4x3dc
Store this matrix in columnmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.
 Specified by:
get
in interfaceMatrix4x3dc
 Parameters:
index
 the absolute position into the ByteBufferbuffer
 will receive the values of this matrix in columnmajor order Returns:
 the passed in buffer

getFloats
public java.nio.ByteBuffer getFloats(java.nio.ByteBuffer buffer)
Description copied from interface:Matrix4x3dc
Store the elements of this matrix as float values in columnmajor order into the suppliedByteBuffer
at the current bufferposition
.This method will not increment the position of the given ByteBuffer.
Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
Matrix4x3dc.getFloats(int, ByteBuffer)
, taking the absolute position as parameter. Specified by:
getFloats
in interfaceMatrix4x3dc
 Parameters:
buffer
 will receive the elements of this matrix as float values in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:
Matrix4x3dc.getFloats(int, ByteBuffer)

getFloats
public java.nio.ByteBuffer getFloats(int index, java.nio.ByteBuffer buffer)
Description copied from interface:Matrix4x3dc
Store the elements of this matrix as float values in columnmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.
Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given ByteBuffer.
 Specified by:
getFloats
in interfaceMatrix4x3dc
 Parameters:
index
 the absolute position into the ByteBufferbuffer
 will receive the elements of this matrix as float values in columnmajor order Returns:
 the passed in buffer

getToAddress
public Matrix4x3dc getToAddress(long address)
Description copied from interface:Matrix4x3dc
Store this matrix in columnmajor order at the given offheap address.This method will throw an
UnsupportedOperationException
when JOML is used with `Djoml.nounsafe`.This method is unsafe as it can result in a crash of the JVM process when the specified address range does not belong to this process.
 Specified by:
getToAddress
in interfaceMatrix4x3dc
 Parameters:
address
 the offheap address where to store this matrix Returns:
 this

get
public double[] get(double[] arr, int offset)
Description copied from interface:Matrix4x3dc
Store this matrix into the supplied double array in columnmajor order at the given offset. Specified by:
get
in interfaceMatrix4x3dc
 Parameters:
arr
 the array to write the matrix values intooffset
 the offset into the array Returns:
 the passed in array

get
public double[] get(double[] arr)
Description copied from interface:Matrix4x3dc
Store this matrix into the supplied double array in columnmajor order.In order to specify an explicit offset into the array, use the method
Matrix4x3dc.get(double[], int)
. Specified by:
get
in interfaceMatrix4x3dc
 Parameters:
arr
 the array to write the matrix values into Returns:
 the passed in array
 See Also:
Matrix4x3dc.get(double[], int)

get
public float[] get(float[] arr, int offset)
Description copied from interface:Matrix4x3dc
Store the elements of this matrix as float values in columnmajor order into the supplied float array at the given offset.Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given float array.
 Specified by:
get
in interfaceMatrix4x3dc
 Parameters:
arr
 the array to write the matrix values intooffset
 the offset into the array Returns:
 the passed in array

get
public float[] get(float[] arr)
Description copied from interface:Matrix4x3dc
Store the elements of this matrix as float values in columnmajor order into the supplied float array.Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given float array.
In order to specify an explicit offset into the array, use the method
Matrix4x3dc.get(float[], int)
. Specified by:
get
in interfaceMatrix4x3dc
 Parameters:
arr
 the array to write the matrix values into Returns:
 the passed in array
 See Also:
Matrix4x3dc.get(float[], int)

get4x4
public float[] get4x4(float[] arr, int offset)
Description copied from interface:Matrix4x3dc
Store a 4x4 matrix in columnmajor order into the supplied array at the given offset, where the upper 4x3 submatrix isthis
and the last row is(0, 0, 0, 1)
.Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given float array.
 Specified by:
get4x4
in interfaceMatrix4x3dc
 Parameters:
arr
 the array to write the matrix values intooffset
 the offset into the array Returns:
 the passed in array

get4x4
public float[] get4x4(float[] arr)
Description copied from interface:Matrix4x3dc
Store a 4x4 matrix in columnmajor order into the supplied array, where the upper 4x3 submatrix isthis
and the last row is(0, 0, 0, 1)
.Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given float array.
In order to specify an explicit offset into the array, use the method
Matrix4x3dc.get4x4(float[], int)
. Specified by:
get4x4
in interfaceMatrix4x3dc
 Parameters:
arr
 the array to write the matrix values into Returns:
 the passed in array
 See Also:
Matrix4x3dc.get4x4(float[], int)

get4x4
public double[] get4x4(double[] arr, int offset)
Description copied from interface:Matrix4x3dc
Store a 4x4 matrix in columnmajor order into the supplied array at the given offset, where the upper 4x3 submatrix isthis
and the last row is(0, 0, 0, 1)
. Specified by:
get4x4
in interfaceMatrix4x3dc
 Parameters:
arr
 the array to write the matrix values intooffset
 the offset into the array Returns:
 the passed in array

get4x4
public double[] get4x4(double[] arr)
Description copied from interface:Matrix4x3dc
Store a 4x4 matrix in columnmajor order into the supplied array, where the upper 4x3 submatrix isthis
and the last row is(0, 0, 0, 1)
.In order to specify an explicit offset into the array, use the method
Matrix4x3dc.get4x4(double[], int)
. Specified by:
get4x4
in interfaceMatrix4x3dc
 Parameters:
arr
 the array to write the matrix values into Returns:
 the passed in array
 See Also:
Matrix4x3dc.get4x4(double[], int)

get4x4
public java.nio.DoubleBuffer get4x4(java.nio.DoubleBuffer buffer)
Description copied from interface:Matrix4x3dc
Store a 4x4 matrix in columnmajor order into the suppliedDoubleBuffer
at the current bufferposition
, where the upper 4x3 submatrix isthis
and the last row is(0, 0, 0, 1)
.This method will not increment the position of the given DoubleBuffer.
In order to specify the offset into the DoubleBuffer at which the matrix is stored, use
Matrix4x3dc.get4x4(int, DoubleBuffer)
, taking the absolute position as parameter. Specified by:
get4x4
in interfaceMatrix4x3dc
 Parameters:
buffer
 will receive the values of this matrix in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:
Matrix4x3dc.get4x4(int, DoubleBuffer)

get4x4
public java.nio.DoubleBuffer get4x4(int index, java.nio.DoubleBuffer buffer)
Description copied from interface:Matrix4x3dc
Store a 4x4 matrix in columnmajor order into the suppliedDoubleBuffer
starting at the specified absolute buffer position/index, where the upper 4x3 submatrix isthis
and the last row is(0, 0, 0, 1)
.This method will not increment the position of the given DoubleBuffer.
 Specified by:
get4x4
in interfaceMatrix4x3dc
 Parameters:
index
 the absolute position into the DoubleBufferbuffer
 will receive the values of this matrix in columnmajor order Returns:
 the passed in buffer

get4x4
public java.nio.ByteBuffer get4x4(java.nio.ByteBuffer buffer)
Description copied from interface:Matrix4x3dc
Store a 4x4 matrix in columnmajor order into the suppliedByteBuffer
at the current bufferposition
, where the upper 4x3 submatrix isthis
and the last row is(0, 0, 0, 1)
.This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
Matrix4x3dc.get4x4(int, ByteBuffer)
, taking the absolute position as parameter. Specified by:
get4x4
in interfaceMatrix4x3dc
 Parameters:
buffer
 will receive the values of this matrix in columnmajor order at its current position Returns:
 the passed in buffer
 See Also:
Matrix4x3dc.get4x4(int, ByteBuffer)

get4x4
public java.nio.ByteBuffer get4x4(int index, java.nio.ByteBuffer buffer)
Description copied from interface:Matrix4x3dc
Store a 4x4 matrix in columnmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index, where the upper 4x3 submatrix isthis
and the last row is(0, 0, 0, 1)
.This method will not increment the position of the given ByteBuffer.
 Specified by:
get4x4
in interfaceMatrix4x3dc
 Parameters:
index
 the absolute position into the ByteBufferbuffer
 will receive the values of this matrix in columnmajor order Returns:
 the passed in buffer

getTransposed
public java.nio.DoubleBuffer getTransposed(java.nio.DoubleBuffer buffer)
Description copied from interface:Matrix4x3dc
Store this matrix in rowmajor order into the suppliedDoubleBuffer
at the current bufferposition
.This method will not increment the position of the given DoubleBuffer.
In order to specify the offset into the DoubleBuffer at which the matrix is stored, use
Matrix4x3dc.getTransposed(int, DoubleBuffer)
, taking the absolute position as parameter. Specified by:
getTransposed
in interfaceMatrix4x3dc
 Parameters:
buffer
 will receive the values of this matrix in rowmajor order at its current position Returns:
 the passed in buffer
 See Also:
Matrix4x3dc.getTransposed(int, DoubleBuffer)

getTransposed
public java.nio.DoubleBuffer getTransposed(int index, java.nio.DoubleBuffer buffer)
Description copied from interface:Matrix4x3dc
Store this matrix in rowmajor order into the suppliedDoubleBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given DoubleBuffer.
 Specified by:
getTransposed
in interfaceMatrix4x3dc
 Parameters:
index
 the absolute position into the DoubleBufferbuffer
 will receive the values of this matrix in rowmajor order Returns:
 the passed in buffer

getTransposed
public java.nio.ByteBuffer getTransposed(java.nio.ByteBuffer buffer)
Description copied from interface:Matrix4x3dc
Store this matrix in rowmajor order into the suppliedByteBuffer
at the current bufferposition
.This method will not increment the position of the given ByteBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
Matrix4x3dc.getTransposed(int, ByteBuffer)
, taking the absolute position as parameter. Specified by:
getTransposed
in interfaceMatrix4x3dc
 Parameters:
buffer
 will receive the values of this matrix in rowmajor order at its current position Returns:
 the passed in buffer
 See Also:
Matrix4x3dc.getTransposed(int, ByteBuffer)

getTransposed
public java.nio.ByteBuffer getTransposed(int index, java.nio.ByteBuffer buffer)
Description copied from interface:Matrix4x3dc
Store this matrix in rowmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.
 Specified by:
getTransposed
in interfaceMatrix4x3dc
 Parameters:
index
 the absolute position into the ByteBufferbuffer
 will receive the values of this matrix in rowmajor order Returns:
 the passed in buffer

getTransposed
public java.nio.FloatBuffer getTransposed(java.nio.FloatBuffer buffer)
Description copied from interface:Matrix4x3dc
Store this matrix in rowmajor order into the suppliedFloatBuffer
at the current bufferposition
.This method will not increment the position of the given FloatBuffer.
Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given FloatBuffer.
In order to specify the offset into the FloatBuffer at which the matrix is stored, use
Matrix4x3dc.getTransposed(int, FloatBuffer)
, taking the absolute position as parameter. Specified by:
getTransposed
in interfaceMatrix4x3dc
 Parameters:
buffer
 will receive the values of this matrix in rowmajor order at its current position Returns:
 the passed in buffer
 See Also:
Matrix4x3dc.getTransposed(int, FloatBuffer)

getTransposed
public java.nio.FloatBuffer getTransposed(int index, java.nio.FloatBuffer buffer)
Description copied from interface:Matrix4x3dc
Store this matrix in rowmajor order into the suppliedFloatBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given FloatBuffer.
Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given FloatBuffer.
 Specified by:
getTransposed
in interfaceMatrix4x3dc
 Parameters:
index
 the absolute position into the FloatBufferbuffer
 will receive the values of this matrix in rowmajor order Returns:
 the passed in buffer

getTransposedFloats
public java.nio.ByteBuffer getTransposedFloats(java.nio.ByteBuffer buffer)
Description copied from interface:Matrix4x3dc
Store this matrix as float values in rowmajor order into the suppliedByteBuffer
at the current bufferposition
.This method will not increment the position of the given ByteBuffer.
Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given FloatBuffer.
In order to specify the offset into the ByteBuffer at which the matrix is stored, use
Matrix4x3dc.getTransposedFloats(int, ByteBuffer)
, taking the absolute position as parameter. Specified by:
getTransposedFloats
in interfaceMatrix4x3dc
 Parameters:
buffer
 will receive the values of this matrix as float values in rowmajor order at its current position Returns:
 the passed in buffer
 See Also:
Matrix4x3dc.getTransposedFloats(int, ByteBuffer)

getTransposedFloats
public java.nio.ByteBuffer getTransposedFloats(int index, java.nio.ByteBuffer buffer)
Description copied from interface:Matrix4x3dc
Store this matrix in rowmajor order into the suppliedByteBuffer
starting at the specified absolute buffer position/index.This method will not increment the position of the given ByteBuffer.
Please note that due to this matrix storing double values those values will potentially lose precision when they are converted to float values before being put into the given FloatBuffer.
 Specified by:
getTransposedFloats
in interfaceMatrix4x3dc
 Parameters:
index
 the absolute position into the ByteBufferbuffer
 will receive the values of this matrix as float values in rowmajor order Returns:
 the passed in buffer

getTransposed
public double[] getTransposed(double[] arr, int offset)
Description copied from interface:Matrix4x3dc
Store this matrix into the supplied float array in rowmajor order at the given offset. Specified by:
getTransposed
in interfaceMatrix4x3dc
 Parameters:
arr
 the array to write the matrix values intooffset
 the offset into the array Returns:
 the passed in array

getTransposed
public double[] getTransposed(double[] arr)
Description copied from interface:Matrix4x3dc
Store this matrix into the supplied float array in rowmajor order.In order to specify an explicit offset into the array, use the method
Matrix4x3dc.getTransposed(double[], int)
. Specified by:
getTransposed
in interfaceMatrix4x3dc
 Parameters:
arr
 the array to write the matrix values into Returns:
 the passed in array
 See Also:
Matrix4x3dc.getTransposed(double[], int)

zero
public Matrix4x3d zero()
Set all the values within this matrix to 0. Returns:
 this

scaling
public Matrix4x3d scaling(double factor)
Set this matrix to be a simple scale matrix, which scales all axes uniformly by the given factor.The resulting matrix can be multiplied against another transformation matrix to obtain an additional scaling.
In order to postmultiply a scaling transformation directly to a matrix, use
scale()
instead. Parameters:
factor
 the scale factor in x, y and z Returns:
 this
 See Also:
scale(double)

scaling
public Matrix4x3d scaling(double x, double y, double z)
Set this matrix to be a simple scale matrix. Parameters:
x
 the scale in xy
 the scale in yz
 the scale in z Returns:
 this

scaling
public Matrix4x3d scaling(Vector3dc xyz)
Set this matrix to be a simple scale matrix which scales the base axes byxyz.x
,xyz.y
andxyz.z
, respectively.The resulting matrix can be multiplied against another transformation matrix to obtain an additional scaling.
In order to postmultiply a scaling transformation directly to a matrix use
scale()
instead. Parameters:
xyz
 the scale in x, y and z, respectively Returns:
 this
 See Also:
scale(Vector3dc)

rotation
public Matrix4x3d rotation(double angle, double x, double y, double z)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
From Wikipedia
 Parameters:
angle
 the angle in radiansx
 the xcoordinate of the axis to rotate abouty
 the ycoordinate of the axis to rotate aboutz
 the zcoordinate of the axis to rotate about Returns:
 this

rotationX
public Matrix4x3d rotationX(double ang)
Set this matrix to a rotation transformation about the X axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radians Returns:
 this

rotationY
public Matrix4x3d rotationY(double ang)
Set this matrix to a rotation transformation about the Y axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radians Returns:
 this

rotationZ
public Matrix4x3d rotationZ(double ang)
Set this matrix to a rotation transformation about the Z axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radians Returns:
 this

rotationXYZ
public Matrix4x3d rotationXYZ(double angleX, double angleY, double angleZ)
Set this matrix to a rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
rotationX(angleX).rotateY(angleY).rotateZ(angleZ)
 Parameters:
angleX
 the angle to rotate about XangleY
 the angle to rotate about YangleZ
 the angle to rotate about Z Returns:
 this

rotationZYX
public Matrix4x3d rotationZYX(double angleZ, double angleY, double angleX)
Set this matrix to a rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
rotationZ(angleZ).rotateY(angleY).rotateX(angleX)
 Parameters:
angleZ
 the angle to rotate about ZangleY
 the angle to rotate about YangleX
 the angle to rotate about X Returns:
 this

rotationYXZ
public Matrix4x3d rotationYXZ(double angleY, double angleX, double angleZ)
Set this matrix to a rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
rotationY(angleY).rotateX(angleX).rotateZ(angleZ)
 Parameters:
angleY
 the angle to rotate about YangleX
 the angle to rotate about XangleZ
 the angle to rotate about Z Returns:
 this

setRotationXYZ
public Matrix4x3d setRotationXYZ(double angleX, double angleY, double angleZ)
Set only the left 3x3 submatrix of this matrix to a rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
 Parameters:
angleX
 the angle to rotate about XangleY
 the angle to rotate about YangleZ
 the angle to rotate about Z Returns:
 this

setRotationZYX
public Matrix4x3d setRotationZYX(double angleZ, double angleY, double angleX)
Set only the left 3x3 submatrix of this matrix to a rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
 Parameters:
angleZ
 the angle to rotate about ZangleY
 the angle to rotate about YangleX
 the angle to rotate about X Returns:
 this

setRotationYXZ
public Matrix4x3d setRotationYXZ(double angleY, double angleX, double angleZ)
Set only the left 3x3 submatrix of this matrix to a rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
 Parameters:
angleY
 the angle to rotate about YangleX
 the angle to rotate about XangleZ
 the angle to rotate about Z Returns:
 this

rotation
public Matrix4x3d rotation(double angle, Vector3dc axis)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.The axis described by the
axis
vector needs to be a unit vector.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
 Parameters:
angle
 the angle in radiansaxis
 the axis to rotate about Returns:
 this

rotation
public Matrix4x3d rotation(double angle, Vector3fc axis)
Set this matrix to a rotation matrix which rotates the given radians about a given axis.The axis described by the
axis
vector needs to be a unit vector.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
 Parameters:
angle
 the angle in radiansaxis
 the axis to rotate about Returns:
 this

transform
public Vector4d transform(Vector4d v)
Description copied from interface:Matrix4x3dc
Transform/multiply the given vector by this matrix and store the result in that vector. Specified by:
transform
in interfaceMatrix4x3dc
 Parameters:
v
 the vector to transform and to hold the final result Returns:
 v
 See Also:
Vector4d.mul(Matrix4x3dc)

transform
public Vector4d transform(Vector4dc v, Vector4d dest)
Description copied from interface:Matrix4x3dc
Transform/multiply the given vector by this matrix and store the result indest
. Specified by:
transform
in interfaceMatrix4x3dc
 Parameters:
v
 the vector to transformdest
 will contain the result Returns:
 dest
 See Also:
Vector4d.mul(Matrix4x3dc, Vector4d)

transformPosition
public Vector3d transformPosition(Vector3d v)
Description copied from interface:Matrix4x3dc
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=1, by this matrix and store the result in that vector.The given 3Dvector is treated as a 4Dvector with its wcomponent being 1.0, so it will represent a position/location in 3Dspace rather than a direction.
In order to store the result in another vector, use
Matrix4x3dc.transformPosition(Vector3dc, Vector3d)
. Specified by:
transformPosition
in interfaceMatrix4x3dc
 Parameters:
v
 the vector to transform and to hold the final result Returns:
 v
 See Also:
Matrix4x3dc.transformPosition(Vector3dc, Vector3d)
,Matrix4x3dc.transform(Vector4d)

transformPosition
public Vector3d transformPosition(Vector3dc v, Vector3d dest)
Description copied from interface:Matrix4x3dc
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=1, by this matrix and store the result indest
.The given 3Dvector is treated as a 4Dvector with its wcomponent being 1.0, so it will represent a position/location in 3Dspace rather than a direction.
In order to store the result in the same vector, use
Matrix4x3dc.transformPosition(Vector3d)
. Specified by:
transformPosition
in interfaceMatrix4x3dc
 Parameters:
v
 the vector to transformdest
 will hold the result Returns:
 dest
 See Also:
Matrix4x3dc.transformPosition(Vector3d)
,Matrix4x3dc.transform(Vector4dc, Vector4d)

transformDirection
public Vector3d transformDirection(Vector3d v)
Description copied from interface:Matrix4x3dc
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=0, by this matrix and store the result in that vector.The given 3Dvector is treated as a 4Dvector with its wcomponent being
0.0
, so it will represent a direction in 3Dspace rather than a position. This method will therefore not take the translation part of the matrix into account.In order to store the result in another vector, use
Matrix4x3dc.transformDirection(Vector3dc, Vector3d)
. Specified by:
transformDirection
in interfaceMatrix4x3dc
 Parameters:
v
 the vector to transform and to hold the final result Returns:
 v

transformDirection
public Vector3d transformDirection(Vector3dc v, Vector3d dest)
Description copied from interface:Matrix4x3dc
Transform/multiply the given 3Dvector, as if it was a 4Dvector with w=0, by this matrix and store the result indest
.The given 3Dvector is treated as a 4Dvector with its wcomponent being
0.0
, so it will represent a direction in 3Dspace rather than a position. This method will therefore not take the translation part of the matrix into account.In order to store the result in the same vector, use
Matrix4x3dc.transformDirection(Vector3d)
. Specified by:
transformDirection
in interfaceMatrix4x3dc
 Parameters:
v
 the vector to transform and to hold the final resultdest
 will hold the result Returns:
 dest

set3x3
public Matrix4x3d set3x3(Matrix3dc mat)
Set the left 3x3 submatrix of thisMatrix4x3d
to the givenMatrix3dc
and don't change the other elements. Parameters:
mat
 the 3x3 matrix Returns:
 this

set3x3
public Matrix4x3d set3x3(Matrix3fc mat)
Set the left 3x3 submatrix of thisMatrix4x3d
to the givenMatrix3fc
and don't change the other elements. Parameters:
mat
 the 3x3 matrix Returns:
 this

scale
public Matrix4x3d scale(Vector3dc xyz, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Apply scaling tothis
matrix by scaling the base axes by the givenxyz.x
,xyz.y
andxyz.z
factors, respectively and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first! Specified by:
scale
in interfaceMatrix4x3dc
 Parameters:
xyz
 the factors of the x, y and z component, respectivelydest
 will hold the result Returns:
 dest

scale
public Matrix4x3d scale(Vector3dc xyz)
Apply scaling to this matrix by scaling the base axes by the givenxyz.x
,xyz.y
andxyz.z
factors, respectively.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first! Parameters:
xyz
 the factors of the x, y and z component, respectively Returns:
 this

scale
public Matrix4x3d scale(double x, double y, double z, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Apply scaling tothis
matrix by scaling the base axes by the given x, y and z factors and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first! Specified by:
scale
in interfaceMatrix4x3dc
 Parameters:
x
 the factor of the x componenty
 the factor of the y componentz
 the factor of the z componentdest
 will hold the result Returns:
 dest

scale
public Matrix4x3d scale(double x, double y, double z)
Apply scaling tothis
matrix by scaling the base axes by the given x, y and z factors.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first! Parameters:
x
 the factor of the x componenty
 the factor of the y componentz
 the factor of the z component Returns:
 this

scale
public Matrix4x3d scale(double xyz, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Apply scaling to this matrix by uniformly scaling all base axes by the given xyz factor and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first! Specified by:
scale
in interfaceMatrix4x3dc
 Parameters:
xyz
 the factor for all componentsdest
 will hold the result Returns:
 dest
 See Also:
Matrix4x3dc.scale(double, double, double, Matrix4x3d)

scale
public Matrix4x3d scale(double xyz)
Apply scaling to this matrix by uniformly scaling all base axes by the given xyz factor.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first! Parameters:
xyz
 the factor for all components Returns:
 this
 See Also:
scale(double, double, double)

scaleXY
public Matrix4x3d scaleXY(double x, double y, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Apply scaling to this matrix by by scaling the X axis byx
and the Y axis byy
and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first! Specified by:
scaleXY
in interfaceMatrix4x3dc
 Parameters:
x
 the factor of the x componenty
 the factor of the y componentdest
 will hold the result Returns:
 dest

scaleXY
public Matrix4x3d scaleXY(double x, double y)
Apply scaling to this matrix by scaling the X axis byx
and the Y axis byy
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first! Parameters:
x
 the factor of the x componenty
 the factor of the y component Returns:
 this

scaleAround
public Matrix4x3d scaleAround(double sx, double sy, double sz, double ox, double oy, double oz, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Apply scaling tothis
matrix by scaling the base axes by the given sx, sy and sz factors while using(ox, oy, oz)
as the scaling origin, and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first!This method is equivalent to calling:
translate(ox, oy, oz, dest).scale(sx, sy, sz).translate(ox, oy, oz)
 Specified by:
scaleAround
in interfaceMatrix4x3dc
 Parameters:
sx
 the scaling factor of the x componentsy
 the scaling factor of the y componentsz
 the scaling factor of the z componentox
 the x coordinate of the scaling originoy
 the y coordinate of the scaling originoz
 the z coordinate of the scaling origindest
 will hold the result Returns:
 dest

scaleAround
public Matrix4x3d scaleAround(double sx, double sy, double sz, double ox, double oy, double oz)
Apply scaling to this matrix by scaling the base axes by the given sx, sy and sz factors while using(ox, oy, oz)
as the scaling origin.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first!This method is equivalent to calling:
translate(ox, oy, oz).scale(sx, sy, sz).translate(ox, oy, oz)
 Parameters:
sx
 the scaling factor of the x componentsy
 the scaling factor of the y componentsz
 the scaling factor of the z componentox
 the x coordinate of the scaling originoy
 the y coordinate of the scaling originoz
 the z coordinate of the scaling origin Returns:
 this

scaleAround
public Matrix4x3d scaleAround(double factor, double ox, double oy, double oz)
Apply scaling to this matrix by scaling all three base axes by the givenfactor
while using(ox, oy, oz)
as the scaling origin.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first!This method is equivalent to calling:
translate(ox, oy, oz).scale(factor).translate(ox, oy, oz)
 Parameters:
factor
 the scaling factor for all three axesox
 the x coordinate of the scaling originoy
 the y coordinate of the scaling originoz
 the z coordinate of the scaling origin Returns:
 this

scaleAround
public Matrix4x3d scaleAround(double factor, double ox, double oy, double oz, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Apply scaling to this matrix by scaling all three base axes by the givenfactor
while using(ox, oy, oz)
as the scaling origin, and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the scaling will be applied first!This method is equivalent to calling:
translate(ox, oy, oz, dest).scale(factor).translate(ox, oy, oz)
 Specified by:
scaleAround
in interfaceMatrix4x3dc
 Parameters:
factor
 the scaling factor for all three axesox
 the x coordinate of the scaling originoy
 the y coordinate of the scaling originoz
 the z coordinate of the scaling origindest
 will hold the result Returns:
 this

scaleLocal
public Matrix4x3d scaleLocal(double x, double y, double z, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Premultiply scaling tothis
matrix by scaling the base axes by the given x, y and z factors and store the result indest
.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beS * M
. So when transforming a vectorv
with the new matrix by usingS * M * v
, the scaling will be applied last! Specified by:
scaleLocal
in interfaceMatrix4x3dc
 Parameters:
x
 the factor of the x componenty
 the factor of the y componentz
 the factor of the z componentdest
 will hold the result Returns:
 dest

scaleLocal
public Matrix4x3d scaleLocal(double x, double y, double z)
Premultiply scaling to this matrix by scaling the base axes by the given x, y and z factors.If
M
isthis
matrix andS
the scaling matrix, then the new matrix will beS * M
. So when transforming a vectorv
with the new matrix by usingS * M * v
, the scaling will be applied last! Parameters:
x
 the factor of the x componenty
 the factor of the y componentz
 the factor of the z component Returns:
 this

rotate
public Matrix4x3d rotate(double ang, double x, double y, double z, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Apply rotation to this matrix by rotating the given amount of radians about the given axis specified as x, y and z components and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first! Specified by:
rotate
in interfaceMatrix4x3dc
 Parameters:
ang
 the angle is in radiansx
 the x component of the axisy
 the y component of the axisz
 the z component of the axisdest
 will hold the result Returns:
 dest

rotate
public Matrix4x3d rotate(double ang, double x, double y, double z)
Apply rotation to this matrix by rotating the given amount of radians about the given axis specified as x, y and z components.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!In order to set the matrix to a rotation matrix without postmultiplying the rotation transformation, use
rotation()
. Parameters:
ang
 the angle is in radiansx
 the x component of the axisy
 the y component of the axisz
 the z component of the axis Returns:
 this
 See Also:
rotation(double, double, double, double)

rotateTranslation
public Matrix4x3d rotateTranslation(double ang, double x, double y, double z, Matrix4x3d dest)
Apply rotation to this matrix, which is assumed to only contain a translation, by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.This method assumes
this
to only contain a translation.The axis described by the three components needs to be a unit vector.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!In order to set the matrix to a rotation matrix without postmultiplying the rotation transformation, use
rotation()
.Reference: http://en.wikipedia.org
 Specified by:
rotateTranslation
in interfaceMatrix4x3dc
 Parameters:
ang
 the angle in radiansx
 the x component of the axisy
 the y component of the axisz
 the z component of the axisdest
 will hold the result Returns:
 dest
 See Also:
rotation(double, double, double, double)

rotateAround
public Matrix4x3d rotateAround(Quaterniondc quat, double ox, double oy, double oz)
Apply the rotation transformation of the givenQuaterniondc
to this matrix while using(ox, oy, oz)
as the rotation origin.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!This method is equivalent to calling:
translate(ox, oy, oz).rotate(quat).translate(ox, oy, oz)
Reference: http://en.wikipedia.org
 Parameters:
quat
 theQuaterniondc
ox
 the x coordinate of the rotation originoy
 the y coordinate of the rotation originoz
 the z coordinate of the rotation origin Returns:
 this

rotateAround
public Matrix4x3d rotateAround(Quaterniondc quat, double ox, double oy, double oz, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Apply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to this matrix while using(ox, oy, oz)
as the rotation origin, and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!This method is equivalent to calling:
translate(ox, oy, oz, dest).rotate(quat).translate(ox, oy, oz)
Reference: http://en.wikipedia.org
 Specified by:
rotateAround
in interfaceMatrix4x3dc
 Parameters:
quat
 theQuaterniondc
ox
 the x coordinate of the rotation originoy
 the y coordinate of the rotation originoz
 the z coordinate of the rotation origindest
 will hold the result Returns:
 dest

rotationAround
public Matrix4x3d rotationAround(Quaterniondc quat, double ox, double oy, double oz)
Set this matrix to a transformation composed of a rotation of the specifiedQuaterniondc
while using(ox, oy, oz)
as the rotation origin.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(ox, oy, oz).rotate(quat).translate(ox, oy, oz)
Reference: http://en.wikipedia.org
 Parameters:
quat
 theQuaterniondc
ox
 the x coordinate of the rotation originoy
 the y coordinate of the rotation originoz
 the z coordinate of the rotation origin Returns:
 this

rotateLocal
public Matrix4x3d rotateLocal(double ang, double x, double y, double z, Matrix4x3d dest)
Premultiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis and store the result indest
.The axis described by the three components needs to be a unit vector.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without premultiplying the rotation transformation, use
rotation()
.Reference: http://en.wikipedia.org
 Specified by:
rotateLocal
in interfaceMatrix4x3dc
 Parameters:
ang
 the angle in radiansx
 the x component of the axisy
 the y component of the axisz
 the z component of the axisdest
 will hold the result Returns:
 dest
 See Also:
rotation(double, double, double, double)

rotateLocal
public Matrix4x3d rotateLocal(double ang, double x, double y, double z)
Premultiply a rotation to this matrix by rotating the given amount of radians about the specified(x, y, z)
axis.The axis described by the three components needs to be a unit vector.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without premultiplying the rotation transformation, use
rotation()
.Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radiansx
 the x component of the axisy
 the y component of the axisz
 the z component of the axis Returns:
 this
 See Also:
rotation(double, double, double, double)

rotateLocalX
public Matrix4x3d rotateLocalX(double ang, Matrix4x3d dest)
Premultiply a rotation around the X axis to this matrix by rotating the given amount of radians about the X axis and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without premultiplying the rotation transformation, use
rotationX()
.Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radians to rotate about the X axisdest
 will hold the result Returns:
 dest
 See Also:
rotationX(double)

rotateLocalX
public Matrix4x3d rotateLocalX(double ang)
Premultiply a rotation to this matrix by rotating the given amount of radians about the X axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without premultiplying the rotation transformation, use
rotationX()
.Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radians to rotate about the X axis Returns:
 this
 See Also:
rotationX(double)

rotateLocalY
public Matrix4x3d rotateLocalY(double ang, Matrix4x3d dest)
Premultiply a rotation around the Y axis to this matrix by rotating the given amount of radians about the Y axis and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without premultiplying the rotation transformation, use
rotationY()
.Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radians to rotate about the Y axisdest
 will hold the result Returns:
 dest
 See Also:
rotationY(double)

rotateLocalY
public Matrix4x3d rotateLocalY(double ang)
Premultiply a rotation to this matrix by rotating the given amount of radians about the Y axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without premultiplying the rotation transformation, use
rotationY()
.Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radians to rotate about the Y axis Returns:
 this
 See Also:
rotationY(double)

rotateLocalZ
public Matrix4x3d rotateLocalZ(double ang, Matrix4x3d dest)
Premultiply a rotation around the Z axis to this matrix by rotating the given amount of radians about the Z axis and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without premultiplying the rotation transformation, use
rotationZ()
.Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radians to rotate about the Z axisdest
 will hold the result Returns:
 dest
 See Also:
rotationZ(double)

rotateLocalZ
public Matrix4x3d rotateLocalZ(double ang)
Premultiply a rotation to this matrix by rotating the given amount of radians about the Z axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beR * M
. So when transforming a vectorv
with the new matrix by usingR * M * v
, the rotation will be applied last!In order to set the matrix to a rotation matrix without premultiplying the rotation transformation, use
rotationY()
.Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radians to rotate about the Z axis Returns:
 this
 See Also:
rotationY(double)

translate
public Matrix4x3d translate(Vector3dc offset)
Apply a translation to this matrix by translating by the given number of units in x, y and z.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beM * T
. So when transforming a vectorv
with the new matrix by usingM * T * v
, the translation will be applied first!In order to set the matrix to a translation transformation without postmultiplying it, use
translation(Vector3dc)
. Parameters:
offset
 the number of units in x, y and z by which to translate Returns:
 this
 See Also:
translation(Vector3dc)

translate
public Matrix4x3d translate(Vector3dc offset, Matrix4x3d dest)
Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beM * T
. So when transforming a vectorv
with the new matrix by usingM * T * v
, the translation will be applied first!In order to set the matrix to a translation transformation without postmultiplying it, use
translation(Vector3dc)
. Specified by:
translate
in interfaceMatrix4x3dc
 Parameters:
offset
 the number of units in x, y and z by which to translatedest
 will hold the result Returns:
 dest
 See Also:
translation(Vector3dc)

translate
public Matrix4x3d translate(Vector3fc offset)
Apply a translation to this matrix by translating by the given number of units in x, y and z.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beM * T
. So when transforming a vectorv
with the new matrix by usingM * T * v
, the translation will be applied first!In order to set the matrix to a translation transformation without postmultiplying it, use
translation(Vector3fc)
. Parameters:
offset
 the number of units in x, y and z by which to translate Returns:
 this
 See Also:
translation(Vector3fc)

translate
public Matrix4x3d translate(Vector3fc offset, Matrix4x3d dest)
Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beM * T
. So when transforming a vectorv
with the new matrix by usingM * T * v
, the translation will be applied first!In order to set the matrix to a translation transformation without postmultiplying it, use
translation(Vector3fc)
. Specified by:
translate
in interfaceMatrix4x3dc
 Parameters:
offset
 the number of units in x, y and z by which to translatedest
 will hold the result Returns:
 dest
 See Also:
translation(Vector3fc)

translate
public Matrix4x3d translate(double x, double y, double z, Matrix4x3d dest)
Apply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beM * T
. So when transforming a vectorv
with the new matrix by usingM * T * v
, the translation will be applied first!In order to set the matrix to a translation transformation without postmultiplying it, use
translation(double, double, double)
. Specified by:
translate
in interfaceMatrix4x3dc
 Parameters:
x
 the offset to translate in xy
 the offset to translate in yz
 the offset to translate in zdest
 will hold the result Returns:
 dest
 See Also:
translation(double, double, double)

translate
public Matrix4x3d translate(double x, double y, double z)
Apply a translation to this matrix by translating by the given number of units in x, y and z.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beM * T
. So when transforming a vectorv
with the new matrix by usingM * T * v
, the translation will be applied first!In order to set the matrix to a translation transformation without postmultiplying it, use
translation(double, double, double)
. Parameters:
x
 the offset to translate in xy
 the offset to translate in yz
 the offset to translate in z Returns:
 this
 See Also:
translation(double, double, double)

translateLocal
public Matrix4x3d translateLocal(Vector3fc offset)
Premultiply a translation to this matrix by translating by the given number of units in x, y and z.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beT * M
. So when transforming a vectorv
with the new matrix by usingT * M * v
, the translation will be applied last!In order to set the matrix to a translation transformation without premultiplying it, use
translation(Vector3fc)
. Parameters:
offset
 the number of units in x, y and z by which to translate Returns:
 this
 See Also:
translation(Vector3fc)

translateLocal
public Matrix4x3d translateLocal(Vector3fc offset, Matrix4x3d dest)
Premultiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beT * M
. So when transforming a vectorv
with the new matrix by usingT * M * v
, the translation will be applied last!In order to set the matrix to a translation transformation without premultiplying it, use
translation(Vector3fc)
. Specified by:
translateLocal
in interfaceMatrix4x3dc
 Parameters:
offset
 the number of units in x, y and z by which to translatedest
 will hold the result Returns:
 dest
 See Also:
translation(Vector3fc)

translateLocal
public Matrix4x3d translateLocal(Vector3dc offset)
Premultiply a translation to this matrix by translating by the given number of units in x, y and z.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beT * M
. So when transforming a vectorv
with the new matrix by usingT * M * v
, the translation will be applied last!In order to set the matrix to a translation transformation without premultiplying it, use
translation(Vector3dc)
. Parameters:
offset
 the number of units in x, y and z by which to translate Returns:
 this
 See Also:
translation(Vector3dc)

translateLocal
public Matrix4x3d translateLocal(Vector3dc offset, Matrix4x3d dest)
Premultiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beT * M
. So when transforming a vectorv
with the new matrix by usingT * M * v
, the translation will be applied last!In order to set the matrix to a translation transformation without premultiplying it, use
translation(Vector3dc)
. Specified by:
translateLocal
in interfaceMatrix4x3dc
 Parameters:
offset
 the number of units in x, y and z by which to translatedest
 will hold the result Returns:
 dest
 See Also:
translation(Vector3dc)

translateLocal
public Matrix4x3d translateLocal(double x, double y, double z, Matrix4x3d dest)
Premultiply a translation to this matrix by translating by the given number of units in x, y and z and store the result indest
.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beT * M
. So when transforming a vectorv
with the new matrix by usingT * M * v
, the translation will be applied last!In order to set the matrix to a translation transformation without premultiplying it, use
translation(double, double, double)
. Specified by:
translateLocal
in interfaceMatrix4x3dc
 Parameters:
x
 the offset to translate in xy
 the offset to translate in yz
 the offset to translate in zdest
 will hold the result Returns:
 dest
 See Also:
translation(double, double, double)

translateLocal
public Matrix4x3d translateLocal(double x, double y, double z)
Premultiply a translation to this matrix by translating by the given number of units in x, y and z.If
M
isthis
matrix andT
the translation matrix, then the new matrix will beT * M
. So when transforming a vectorv
with the new matrix by usingT * M * v
, the translation will be applied last!In order to set the matrix to a translation transformation without premultiplying it, use
translation(double, double, double)
. Parameters:
x
 the offset to translate in xy
 the offset to translate in yz
 the offset to translate in z Returns:
 this
 See Also:
translation(double, double, double)

writeExternal
public void writeExternal(java.io.ObjectOutput out) throws java.io.IOException
 Specified by:
writeExternal
in interfacejava.io.Externalizable
 Throws:
java.io.IOException

readExternal
public void readExternal(java.io.ObjectInput in) throws java.io.IOException
 Specified by:
readExternal
in interfacejava.io.Externalizable
 Throws:
java.io.IOException

rotateX
public Matrix4x3d rotateX(double ang, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Apply rotation about the X axis to this matrix by rotating the given amount of radians and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
 Specified by:
rotateX
in interfaceMatrix4x3dc
 Parameters:
ang
 the angle in radiansdest
 will hold the result Returns:
 dest

rotateX
public Matrix4x3d rotateX(double ang)
Apply rotation about the X axis to this matrix by rotating the given amount of radians.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radians Returns:
 this

rotateY
public Matrix4x3d rotateY(double ang, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Apply rotation about the Y axis to this matrix by rotating the given amount of radians and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
 Specified by:
rotateY
in interfaceMatrix4x3dc
 Parameters:
ang
 the angle in radiansdest
 will hold the result Returns:
 dest

rotateY
public Matrix4x3d rotateY(double ang)
Apply rotation about the Y axis to this matrix by rotating the given amount of radians.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radians Returns:
 this

rotateZ
public Matrix4x3d rotateZ(double ang, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Apply rotation about the Z axis to this matrix by rotating the given amount of radians and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
 Specified by:
rotateZ
in interfaceMatrix4x3dc
 Parameters:
ang
 the angle in radiansdest
 will hold the result Returns:
 dest

rotateZ
public Matrix4x3d rotateZ(double ang)
Apply rotation about the Z axis to this matrix by rotating the given amount of radians.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!Reference: http://en.wikipedia.org
 Parameters:
ang
 the angle in radians Returns:
 this

rotateXYZ
public Matrix4x3d rotateXYZ(Vector3d angles)
Apply rotation ofangles.x
radians about the X axis, followed by a rotation ofangles.y
radians about the Y axis and followed by a rotation ofangles.z
radians about the Z axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateX(angles.x).rotateY(angles.y).rotateZ(angles.z)
 Parameters:
angles
 the Euler angles Returns:
 this

rotateXYZ
public Matrix4x3d rotateXYZ(double angleX, double angleY, double angleZ)
Apply rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateX(angleX).rotateY(angleY).rotateZ(angleZ)
 Parameters:
angleX
 the angle to rotate about XangleY
 the angle to rotate about YangleZ
 the angle to rotate about Z Returns:
 this

rotateXYZ
public Matrix4x3d rotateXYZ(double angleX, double angleY, double angleZ, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Apply rotation ofangleX
radians about the X axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleZ
radians about the Z axis and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateX(angleX, dest).rotateY(angleY).rotateZ(angleZ)
 Specified by:
rotateXYZ
in interfaceMatrix4x3dc
 Parameters:
angleX
 the angle to rotate about XangleY
 the angle to rotate about YangleZ
 the angle to rotate about Zdest
 will hold the result Returns:
 dest

rotateZYX
public Matrix4x3d rotateZYX(Vector3d angles)
Apply rotation ofangles.z
radians about the Z axis, followed by a rotation ofangles.y
radians about the Y axis and followed by a rotation ofangles.x
radians about the X axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateZ(angles.z).rotateY(angles.y).rotateX(angles.x)
 Parameters:
angles
 the Euler angles Returns:
 this

rotateZYX
public Matrix4x3d rotateZYX(double angleZ, double angleY, double angleX)
Apply rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateZ(angleZ).rotateY(angleY).rotateX(angleX)
 Parameters:
angleZ
 the angle to rotate about ZangleY
 the angle to rotate about YangleX
 the angle to rotate about X Returns:
 this

rotateZYX
public Matrix4x3d rotateZYX(double angleZ, double angleY, double angleX, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Apply rotation ofangleZ
radians about the Z axis, followed by a rotation ofangleY
radians about the Y axis and followed by a rotation ofangleX
radians about the X axis and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateZ(angleZ, dest).rotateY(angleY).rotateX(angleX)
 Specified by:
rotateZYX
in interfaceMatrix4x3dc
 Parameters:
angleZ
 the angle to rotate about ZangleY
 the angle to rotate about YangleX
 the angle to rotate about Xdest
 will hold the result Returns:
 dest

rotateYXZ
public Matrix4x3d rotateYXZ(Vector3d angles)
Apply rotation ofangles.y
radians about the Y axis, followed by a rotation ofangles.x
radians about the X axis and followed by a rotation ofangles.z
radians about the Z axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateY(angles.y).rotateX(angles.x).rotateZ(angles.z)
 Parameters:
angles
 the Euler angles Returns:
 this

rotateYXZ
public Matrix4x3d rotateYXZ(double angleY, double angleX, double angleZ)
Apply rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateY(angleY).rotateX(angleX).rotateZ(angleZ)
 Parameters:
angleY
 the angle to rotate about YangleX
 the angle to rotate about XangleZ
 the angle to rotate about Z Returns:
 this

rotateYXZ
public Matrix4x3d rotateYXZ(double angleY, double angleX, double angleZ, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Apply rotation ofangleY
radians about the Y axis, followed by a rotation ofangleX
radians about the X axis and followed by a rotation ofangleZ
radians about the Z axis and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andR
the rotation matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the rotation will be applied first!This method is equivalent to calling:
rotateY(angleY, dest).rotateX(angleX).rotateZ(angleZ)
 Specified by:
rotateYXZ
in interfaceMatrix4x3dc
 Parameters:
angleY
 the angle to rotate about YangleX
 the angle to rotate about XangleZ
 the angle to rotate about Zdest
 will hold the result Returns:
 dest

rotation
public Matrix4x3d rotation(AxisAngle4f angleAxis)
Set this matrix to a rotation transformation using the givenAxisAngle4f
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to apply the rotation transformation to an existing transformation, use
rotate()
instead.Reference: http://en.wikipedia.org
 Parameters:
angleAxis
 theAxisAngle4f
(needs to benormalized
) Returns:
 this
 See Also:
rotate(AxisAngle4f)

rotation
public Matrix4x3d rotation(AxisAngle4d angleAxis)
Set this matrix to a rotation transformation using the givenAxisAngle4d
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to apply the rotation transformation to an existing transformation, use
rotate()
instead.Reference: http://en.wikipedia.org
 Parameters:
angleAxis
 theAxisAngle4d
(needs to benormalized
) Returns:
 this
 See Also:
rotate(AxisAngle4d)

rotation
public Matrix4x3d rotation(Quaterniondc quat)
Set this matrix to the rotation  and possibly scaling  transformation of the givenQuaterniondc
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to apply the rotation transformation to an existing transformation, use
rotate()
instead.Reference: http://en.wikipedia.org
 Parameters:
quat
 theQuaterniondc
 Returns:
 this
 See Also:
rotate(Quaterniondc)

rotation
public Matrix4x3d rotation(Quaternionfc quat)
Set this matrix to the rotation  and possibly scaling  transformation of the givenQuaternionfc
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
The resulting matrix can be multiplied against another transformation matrix to obtain an additional rotation.
In order to apply the rotation transformation to an existing transformation, use
rotate()
instead.Reference: http://en.wikipedia.org
 Parameters:
quat
 theQuaternionfc
 Returns:
 this
 See Also:
rotate(Quaternionfc)

translationRotateScale
public Matrix4x3d translationRotateScale(double tx, double ty, double tz, double qx, double qy, double qz, double qw, double sx, double sy, double sz)
Setthis
matrix toT * R * S
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
, andS
is a scaling transformation which scales the three axes x, y and z by(sx, sy, sz)
.When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last the translation.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(tx, ty, tz).rotate(quat).scale(sx, sy, sz)
 Parameters:
tx
 the number of units by which to translate the xcomponentty
 the number of units by which to translate the ycomponenttz
 the number of units by which to translate the zcomponentqx
 the xcoordinate of the vector part of the quaternionqy
 the ycoordinate of the vector part of the quaternionqz
 the zcoordinate of the vector part of the quaternionqw
 the scalar part of the quaternionsx
 the scaling factor for the xaxissy
 the scaling factor for the yaxissz
 the scaling factor for the zaxis Returns:
 this
 See Also:
translation(double, double, double)
,rotate(Quaterniondc)
,scale(double, double, double)

translationRotateScale
public Matrix4x3d translationRotateScale(Vector3fc translation, Quaternionfc quat, Vector3fc scale)
Setthis
matrix toT * R * S
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales the axes byscale
.When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last the translation.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(translation).rotate(quat).scale(scale)
 Parameters:
translation
 the translationquat
 the quaternion representing a rotationscale
 the scaling factors Returns:
 this
 See Also:
translation(Vector3fc)
,rotate(Quaternionfc)

translationRotateScale
public Matrix4x3d translationRotateScale(Vector3dc translation, Quaterniondc quat, Vector3dc scale)
Setthis
matrix toT * R * S
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion, andS
is a scaling transformation which scales the axes byscale
.When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last the translation.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(translation).rotate(quat).scale(scale)
 Parameters:
translation
 the translationquat
 the quaternion representing a rotationscale
 the scaling factors Returns:
 this
 See Also:
translation(Vector3dc)
,rotate(Quaterniondc)

translationRotateScaleMul
public Matrix4x3d translationRotateScaleMul(double tx, double ty, double tz, double qx, double qy, double qz, double qw, double sx, double sy, double sz, Matrix4x3dc m)
Setthis
matrix toT * R * S * M
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
,S
is a scaling transformation which scales the three axes x, y and z by(sx, sy, sz)
.When transforming a vector by the resulting matrix the transformation described by
M
will be applied first, then the scaling, then rotation and at last the translation.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(tx, ty, tz).rotate(quat).scale(sx, sy, sz).mul(m)
 Parameters:
tx
 the number of units by which to translate the xcomponentty
 the number of units by which to translate the ycomponenttz
 the number of units by which to translate the zcomponentqx
 the xcoordinate of the vector part of the quaternionqy
 the ycoordinate of the vector part of the quaternionqz
 the zcoordinate of the vector part of the quaternionqw
 the scalar part of the quaternionsx
 the scaling factor for the xaxissy
 the scaling factor for the yaxissz
 the scaling factor for the zaxism
 the matrix to multiply by Returns:
 this
 See Also:
translation(double, double, double)
,rotate(Quaterniondc)
,scale(double, double, double)
,mul(Matrix4x3dc)

translationRotateScaleMul
public Matrix4x3d translationRotateScaleMul(Vector3dc translation, Quaterniondc quat, Vector3dc scale, Matrix4x3dc m)
Setthis
matrix toT * R * S * M
, whereT
is the giventranslation
,R
is a rotation transformation specified by the given quaternion,S
is a scaling transformation which scales the axes byscale
.When transforming a vector by the resulting matrix the transformation described by
M
will be applied first, then the scaling, then rotation and at last the translation.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(translation).rotate(quat).scale(scale).mul(m)
 Parameters:
translation
 the translationquat
 the quaternion representing a rotationscale
 the scaling factorsm
 the matrix to multiply by Returns:
 this
 See Also:
translation(Vector3dc)
,rotate(Quaterniondc)
,mul(Matrix4x3dc)

translationRotate
public Matrix4x3d translationRotate(double tx, double ty, double tz, Quaterniondc quat)
Setthis
matrix toT * R
, whereT
is a translation by the given(tx, ty, tz)
andR
is a rotation transformation specified by the given quaternion.When transforming a vector by the resulting matrix the rotation transformation will be applied first and then the translation.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(tx, ty, tz).rotate(quat)
 Parameters:
tx
 the number of units by which to translate the xcomponentty
 the number of units by which to translate the ycomponenttz
 the number of units by which to translate the zcomponentquat
 the quaternion representing a rotation Returns:
 this
 See Also:
translation(double, double, double)
,rotate(Quaterniondc)

translationRotate
public Matrix4x3d translationRotate(double tx, double ty, double tz, double qx, double qy, double qz, double qw)
Setthis
matrix toT * R
, whereT
is a translation by the given(tx, ty, tz)
andR
is a rotation  and possibly scaling  transformation specified by the quaternion(qx, qy, qz, qw)
.When transforming a vector by the resulting matrix the rotation  and possibly scaling  transformation will be applied first and then the translation.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(tx, ty, tz).rotate(quat)
 Parameters:
tx
 the number of units by which to translate the xcomponentty
 the number of units by which to translate the ycomponenttz
 the number of units by which to translate the zcomponentqx
 the xcoordinate of the vector part of the quaternionqy
 the ycoordinate of the vector part of the quaternionqz
 the zcoordinate of the vector part of the quaternionqw
 the scalar part of the quaternion Returns:
 this
 See Also:
translation(double, double, double)
,rotate(Quaterniondc)

translationRotate
public Matrix4x3d translationRotate(Vector3dc translation, Quaterniondc quat)
Setthis
matrix toT * R
, whereT
is the giventranslation
andR
is a rotation transformation specified by the given quaternion.When transforming a vector by the resulting matrix the scaling transformation will be applied first, then the rotation and at last the translation.
When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(translation).rotate(quat)
 Parameters:
translation
 the translationquat
 the quaternion representing a rotation Returns:
 this
 See Also:
translation(Vector3dc)
,rotate(Quaterniondc)

translationRotateMul
public Matrix4x3d translationRotateMul(double tx, double ty, double tz, Quaternionfc quat, Matrix4x3dc mat)
Setthis
matrix toT * R * M
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation  and possibly scaling  transformation specified by the given quaternion andM
is the given matrixmat
.When transforming a vector by the resulting matrix the transformation described by
M
will be applied first, then the scaling, then rotation and at last the translation.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(tx, ty, tz).rotate(quat).mul(mat)
 Parameters:
tx
 the number of units by which to translate the xcomponentty
 the number of units by which to translate the ycomponenttz
 the number of units by which to translate the zcomponentquat
 the quaternion representing a rotationmat
 the matrix to multiply with Returns:
 this
 See Also:
translation(double, double, double)
,rotate(Quaternionfc)
,mul(Matrix4x3dc)

translationRotateMul
public Matrix4x3d translationRotateMul(double tx, double ty, double tz, double qx, double qy, double qz, double qw, Matrix4x3dc mat)
Setthis
matrix toT * R * M
, whereT
is a translation by the given(tx, ty, tz)
,R
is a rotation  and possibly scaling  transformation specified by the quaternion(qx, qy, qz, qw)
andM
is the given matrixmat
When transforming a vector by the resulting matrix the transformation described by
M
will be applied first, then the scaling, then rotation and at last the translation.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
This method is equivalent to calling:
translation(tx, ty, tz).rotate(quat).mul(mat)
 Parameters:
tx
 the number of units by which to translate the xcomponentty
 the number of units by which to translate the ycomponenttz
 the number of units by which to translate the zcomponentqx
 the xcoordinate of the vector part of the quaternionqy
 the ycoordinate of the vector part of the quaternionqz
 the zcoordinate of the vector part of the quaternionqw
 the scalar part of the quaternionmat
 the matrix to multiply with Returns:
 this
 See Also:
translation(double, double, double)
,rotate(Quaternionfc)
,mul(Matrix4x3dc)

translationRotateInvert
public Matrix4x3d translationRotateInvert(double tx, double ty, double tz, double qx, double qy, double qz, double qw)
Setthis
matrix to(T * R)^{1}
, whereT
is a translation by the given(tx, ty, tz)
andR
is a rotation transformation specified by the quaternion(qx, qy, qz, qw)
.This method is equivalent to calling:
translationRotate(...).invert()
 Parameters:
tx
 the number of units by which to translate the xcomponentty
 the number of units by which to translate the ycomponenttz
 the number of units by which to translate the zcomponentqx
 the xcoordinate of the vector part of the quaternionqy
 the ycoordinate of the vector part of the quaternionqz
 the zcoordinate of the vector part of the quaternionqw
 the scalar part of the quaternion Returns:
 this
 See Also:
translationRotate(double, double, double, double, double, double, double)
,invert()

translationRotateInvert
public Matrix4x3d translationRotateInvert(Vector3dc translation, Quaterniondc quat)
Setthis
matrix to(T * R)^{1}
, whereT
is the giventranslation
andR
is a rotation transformation specified by the given quaternion.This method is equivalent to calling:
translationRotate(...).invert()
 Parameters:
translation
 the translationquat
 the quaternion representing a rotation Returns:
 this
 See Also:
translationRotate(Vector3dc, Quaterniondc)
,invert()

rotate
public Matrix4x3d rotate(Quaterniondc quat, Matrix4x3d dest)
Apply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to this matrix and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(Quaterniondc)
.Reference: http://en.wikipedia.org
 Specified by:
rotate
in interfaceMatrix4x3dc
 Parameters:
quat
 theQuaterniondc
dest
 will hold the result Returns:
 dest
 See Also:
rotation(Quaterniondc)

rotate
public Matrix4x3d rotate(Quaternionfc quat, Matrix4x3d dest)
Apply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
 Specified by:
rotate
in interfaceMatrix4x3dc
 Parameters:
quat
 theQuaternionfc
dest
 will hold the result Returns:
 dest
 See Also:
rotation(Quaternionfc)

rotate
public Matrix4x3d rotate(Quaterniondc quat)
Apply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to this matrix.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(Quaterniondc)
.Reference: http://en.wikipedia.org
 Parameters:
quat
 theQuaterniondc
 Returns:
 this
 See Also:
rotation(Quaterniondc)

rotate
public Matrix4x3d rotate(Quaternionfc quat)
Apply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
 Parameters:
quat
 theQuaternionfc
 Returns:
 this
 See Also:
rotation(Quaternionfc)

rotateTranslation
public Matrix4x3d rotateTranslation(Quaterniondc quat, Matrix4x3d dest)
Apply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to this matrix, which is assumed to only contain a translation, and store the result indest
.This method assumes
this
to only contain a translation.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(Quaterniondc)
.Reference: http://en.wikipedia.org
 Specified by:
rotateTranslation
in interfaceMatrix4x3dc
 Parameters:
quat
 theQuaterniondc
dest
 will hold the result Returns:
 dest
 See Also:
rotation(Quaterniondc)

rotateTranslation
public Matrix4x3d rotateTranslation(Quaternionfc quat, Matrix4x3d dest)
Apply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix, which is assumed to only contain a translation, and store the result indest
.This method assumes
this
to only contain a translation.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beM * Q
. So when transforming a vectorv
with the new matrix by usingM * Q * v
, the quaternion rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
 Specified by:
rotateTranslation
in interfaceMatrix4x3dc
 Parameters:
quat
 theQuaternionfc
dest
 will hold the result Returns:
 dest
 See Also:
rotation(Quaternionfc)

rotateLocal
public Matrix4x3d rotateLocal(Quaterniondc quat, Matrix4x3d dest)
Premultiply the rotation  and possibly scaling  transformation of the givenQuaterniondc
to this matrix and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!In order to set the matrix to a rotation transformation without premultiplying, use
rotation(Quaterniondc)
.Reference: http://en.wikipedia.org
 Specified by:
rotateLocal
in interfaceMatrix4x3dc
 Parameters:
quat
 theQuaterniondc
dest
 will hold the result Returns:
 dest
 See Also:
rotation(Quaterniondc)

rotateLocal
public Matrix4x3d rotateLocal(Quaterniondc quat)
Premultiply the rotation transformation of the givenQuaterniondc
to this matrix.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!In order to set the matrix to a rotation transformation without premultiplying, use
rotation(Quaterniondc)
.Reference: http://en.wikipedia.org
 Parameters:
quat
 theQuaterniondc
 Returns:
 this
 See Also:
rotation(Quaterniondc)

rotateLocal
public Matrix4x3d rotateLocal(Quaternionfc quat, Matrix4x3d dest)
Premultiply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!In order to set the matrix to a rotation transformation without premultiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
 Specified by:
rotateLocal
in interfaceMatrix4x3dc
 Parameters:
quat
 theQuaternionfc
dest
 will hold the result Returns:
 dest
 See Also:
rotation(Quaternionfc)

rotateLocal
public Matrix4x3d rotateLocal(Quaternionfc quat)
Premultiply the rotation  and possibly scaling  transformation of the givenQuaternionfc
to this matrix.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andQ
the rotation matrix obtained from the given quaternion, then the new matrix will beQ * M
. So when transforming a vectorv
with the new matrix by usingQ * M * v
, the quaternion rotation will be applied last!In order to set the matrix to a rotation transformation without premultiplying, use
rotation(Quaternionfc)
.Reference: http://en.wikipedia.org
 Parameters:
quat
 theQuaternionfc
 Returns:
 this
 See Also:
rotation(Quaternionfc)

rotate
public Matrix4x3d rotate(AxisAngle4f axisAngle)
Apply a rotation transformation, rotating about the givenAxisAngle4f
, to this matrix.The axis described by the
axis
vector needs to be a unit vector.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the givenAxisAngle4f
, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, theAxisAngle4f
rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(AxisAngle4f)
.Reference: http://en.wikipedia.org
 Parameters:
axisAngle
 theAxisAngle4f
(needs to benormalized
) Returns:
 this
 See Also:
rotate(double, double, double, double)
,rotation(AxisAngle4f)

rotate
public Matrix4x3d rotate(AxisAngle4f axisAngle, Matrix4x3d dest)
Apply a rotation transformation, rotating about the givenAxisAngle4f
and store the result indest
.The axis described by the
axis
vector needs to be a unit vector.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the givenAxisAngle4f
, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, theAxisAngle4f
rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(AxisAngle4f)
.Reference: http://en.wikipedia.org
 Specified by:
rotate
in interfaceMatrix4x3dc
 Parameters:
axisAngle
 theAxisAngle4f
(needs to benormalized
)dest
 will hold the result Returns:
 dest
 See Also:
rotate(double, double, double, double)
,rotation(AxisAngle4f)

rotate
public Matrix4x3d rotate(AxisAngle4d axisAngle)
Apply a rotation transformation, rotating about the givenAxisAngle4d
, to this matrix.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the givenAxisAngle4d
, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, theAxisAngle4d
rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(AxisAngle4d)
.Reference: http://en.wikipedia.org
 Parameters:
axisAngle
 theAxisAngle4d
(needs to benormalized
) Returns:
 this
 See Also:
rotate(double, double, double, double)
,rotation(AxisAngle4d)

rotate
public Matrix4x3d rotate(AxisAngle4d axisAngle, Matrix4x3d dest)
Apply a rotation transformation, rotating about the givenAxisAngle4d
and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the givenAxisAngle4d
, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, theAxisAngle4d
rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(AxisAngle4d)
.Reference: http://en.wikipedia.org
 Specified by:
rotate
in interfaceMatrix4x3dc
 Parameters:
axisAngle
 theAxisAngle4d
(needs to benormalized
)dest
 will hold the result Returns:
 dest
 See Also:
rotate(double, double, double, double)
,rotation(AxisAngle4d)

rotate
public Matrix4x3d rotate(double angle, Vector3dc axis)
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the given angle and axis, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, the axisangle rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(double, Vector3dc)
.Reference: http://en.wikipedia.org
 Parameters:
angle
 the angle in radiansaxis
 the rotation axis (needs to benormalized
) Returns:
 this
 See Also:
rotate(double, double, double, double)
,rotation(double, Vector3dc)

rotate
public Matrix4x3d rotate(double angle, Vector3dc axis, Matrix4x3d dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the given angle and axis, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, the axisangle rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(double, Vector3dc)
.Reference: http://en.wikipedia.org
 Specified by:
rotate
in interfaceMatrix4x3dc
 Parameters:
angle
 the angle in radiansaxis
 the rotation axis (needs to benormalized
)dest
 will hold the result Returns:
 dest
 See Also:
rotate(double, double, double, double)
,rotation(double, Vector3dc)

rotate
public Matrix4x3d rotate(double angle, Vector3fc axis)
Apply a rotation transformation, rotating the given radians about the specified axis, to this matrix.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the given angle and axis, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, the axisangle rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(double, Vector3fc)
.Reference: http://en.wikipedia.org
 Parameters:
angle
 the angle in radiansaxis
 the rotation axis (needs to benormalized
) Returns:
 this
 See Also:
rotate(double, double, double, double)
,rotation(double, Vector3fc)

rotate
public Matrix4x3d rotate(double angle, Vector3fc axis, Matrix4x3d dest)
Apply a rotation transformation, rotating the given radians about the specified axis and store the result indest
.When used with a righthanded coordinate system, the produced rotation will rotate a vector counterclockwise around the rotation axis, when viewing along the negative axis direction towards the origin. When used with a lefthanded coordinate system, the rotation is clockwise.
If
M
isthis
matrix andA
the rotation matrix obtained from the given angle and axis, then the new matrix will beM * A
. So when transforming a vectorv
with the new matrix by usingM * A * v
, the axisangle rotation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying, use
rotation(double, Vector3fc)
.Reference: http://en.wikipedia.org
 Specified by:
rotate
in interfaceMatrix4x3dc
 Parameters:
angle
 the angle in radiansaxis
 the rotation axis (needs to benormalized
)dest
 will hold the result Returns:
 dest
 See Also:
rotate(double, double, double, double)
,rotation(double, Vector3fc)

getRow
public Vector4d getRow(int row, Vector4d dest) throws java.lang.IndexOutOfBoundsException
Description copied from interface:Matrix4x3dc
Get the row at the givenrow
index, starting with0
. Specified by:
getRow
in interfaceMatrix4x3dc
 Parameters:
row
 the row index in[0..2]
dest
 will hold the row components Returns:
 the passed in destination
 Throws:
java.lang.IndexOutOfBoundsException
 ifrow
is not in[0..2]

setRow
public Matrix4x3d setRow(int row, Vector4dc src) throws java.lang.IndexOutOfBoundsException
Set the row at the givenrow
index, starting with0
. Parameters:
row
 the row index in[0..2]
src
 the row components to set Returns:
 this
 Throws:
java.lang.IndexOutOfBoundsException
 ifrow
is not in[0..2]

getColumn
public Vector3d getColumn(int column, Vector3d dest) throws java.lang.IndexOutOfBoundsException
Description copied from interface:Matrix4x3dc
Get the column at the givencolumn
index, starting with0
. Specified by:
getColumn
in interfaceMatrix4x3dc
 Parameters:
column
 the column index in[0..3]
dest
 will hold the column components Returns:
 the passed in destination
 Throws:
java.lang.IndexOutOfBoundsException
 ifcolumn
is not in[0..3]

setColumn
public Matrix4x3d setColumn(int column, Vector3dc src) throws java.lang.IndexOutOfBoundsException
Set the column at the givencolumn
index, starting with0
. Parameters:
column
 the column index in[0..3]
src
 the column components to set Returns:
 this
 Throws:
java.lang.IndexOutOfBoundsException
 ifcolumn
is not in[0..3]

normal
public Matrix4x3d normal()
Compute a normal matrix from the left 3x3 submatrix ofthis
and store it into the left 3x3 submatrix ofthis
. All other values ofthis
will be set toidentity
.The normal matrix of
m
is the transpose of the inverse ofm
.Please note that, if
this
is an orthogonal matrix or a matrix whose columns are orthogonal vectors, then this method need not be invoked, since in that casethis
itself is its normal matrix. In that case, useset3x3(Matrix4x3dc)
to set a given Matrix4x3d to only the left 3x3 submatrix of this matrix. Returns:
 this
 See Also:
set3x3(Matrix4x3dc)

normal
public Matrix4x3d normal(Matrix4x3d dest)
Compute a normal matrix from the left 3x3 submatrix ofthis
and store it into the left 3x3 submatrix ofdest
. All other values ofdest
will be set toidentity
.The normal matrix of
m
is the transpose of the inverse ofm
.Please note that, if
this
is an orthogonal matrix or a matrix whose columns are orthogonal vectors, then this method need not be invoked, since in that casethis
itself is its normal matrix. In that case, useset3x3(Matrix4x3dc)
to set a given Matrix4x3d to only the left 3x3 submatrix of a given matrix. Specified by:
normal
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest
 See Also:
set3x3(Matrix4x3dc)

normal
public Matrix3d normal(Matrix3d dest)
Description copied from interface:Matrix4x3dc
Compute a normal matrix from the left 3x3 submatrix ofthis
and store it intodest
.The normal matrix of
m
is the transpose of the inverse ofm
. Specified by:
normal
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

cofactor3x3
public Matrix4x3d cofactor3x3()
Compute the cofactor matrix of the left 3x3 submatrix ofthis
.The cofactor matrix can be used instead of
normal()
to transform normals when the orientation of the normals with respect to the surface should be preserved. Returns:
 this

cofactor3x3
public Matrix3d cofactor3x3(Matrix3d dest)
Compute the cofactor matrix of the left 3x3 submatrix ofthis
and store it intodest
.The cofactor matrix can be used instead of
normal(Matrix3d)
to transform normals when the orientation of the normals with respect to the surface should be preserved. Specified by:
cofactor3x3
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

cofactor3x3
public Matrix4x3d cofactor3x3(Matrix4x3d dest)
Compute the cofactor matrix of the left 3x3 submatrix ofthis
and store it intodest
. All other values ofdest
will be set toidentity
.The cofactor matrix can be used instead of
normal(Matrix4x3d)
to transform normals when the orientation of the normals with respect to the surface should be preserved. Specified by:
cofactor3x3
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

normalize3x3
public Matrix4x3d normalize3x3()
Normalize the left 3x3 submatrix of this matrix.The resulting matrix will map unit vectors to unit vectors, though a pair of orthogonal input unit vectors need not be mapped to a pair of orthogonal output vectors if the original matrix was not orthogonal itself (i.e. had skewing).
 Returns:
 this

normalize3x3
public Matrix4x3d normalize3x3(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Normalize the left 3x3 submatrix of this matrix and store the result indest
.The resulting matrix will map unit vectors to unit vectors, though a pair of orthogonal input unit vectors need not be mapped to a pair of orthogonal output vectors if the original matrix was not orthogonal itself (i.e. had skewing).
 Specified by:
normalize3x3
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

normalize3x3
public Matrix3d normalize3x3(Matrix3d dest)
Description copied from interface:Matrix4x3dc
Normalize the left 3x3 submatrix of this matrix and store the result indest
.The resulting matrix will map unit vectors to unit vectors, though a pair of orthogonal input unit vectors need not be mapped to a pair of orthogonal output vectors if the original matrix was not orthogonal itself (i.e. had skewing).
 Specified by:
normalize3x3
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

reflect
public Matrix4x3d reflect(double a, double b, double c, double d, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the equationx*a + y*b + z*c + d = 0
and store the result indest
.The vector
(a, b, c)
must be a unit vector.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first!Reference: msdn.microsoft.com
 Specified by:
reflect
in interfaceMatrix4x3dc
 Parameters:
a
 the x factor in the plane equationb
 the y factor in the plane equationc
 the z factor in the plane equationd
 the constant in the plane equationdest
 will hold the result Returns:
 dest

reflect
public Matrix4x3d reflect(double a, double b, double c, double d)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the equationx*a + y*b + z*c + d = 0
.The vector
(a, b, c)
must be a unit vector.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first!Reference: msdn.microsoft.com
 Parameters:
a
 the x factor in the plane equationb
 the y factor in the plane equationc
 the z factor in the plane equationd
 the constant in the plane equation Returns:
 this

reflect
public Matrix4x3d reflect(double nx, double ny, double nz, double px, double py, double pz)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first! Parameters:
nx
 the xcoordinate of the plane normalny
 the ycoordinate of the plane normalnz
 the zcoordinate of the plane normalpx
 the xcoordinate of a point on the planepy
 the ycoordinate of a point on the planepz
 the zcoordinate of a point on the plane Returns:
 this

reflect
public Matrix4x3d reflect(double nx, double ny, double nz, double px, double py, double pz, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane, and store the result indest
.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first! Specified by:
reflect
in interfaceMatrix4x3dc
 Parameters:
nx
 the xcoordinate of the plane normalny
 the ycoordinate of the plane normalnz
 the zcoordinate of the plane normalpx
 the xcoordinate of a point on the planepy
 the ycoordinate of a point on the planepz
 the zcoordinate of a point on the planedest
 will hold the result Returns:
 dest

reflect
public Matrix4x3d reflect(Vector3dc normal, Vector3dc point)
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first! Parameters:
normal
 the plane normalpoint
 a point on the plane Returns:
 this

reflect
public Matrix4x3d reflect(Quaterniondc orientation, Vector3dc point)
Apply a mirror/reflection transformation to this matrix that reflects about a plane specified via the plane orientation and a point on the plane.This method can be used to build a reflection transformation based on the orientation of a mirror object in the scene. It is assumed that the default mirror plane's normal is
(0, 0, 1)
. So, if the givenQuaterniondc
is the identity (does not apply any additional rotation), the reflection plane will bez=0
, offset by the givenpoint
.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first! Parameters:
orientation
 the plane orientation relative to an implied normal vector of(0, 0, 1)
point
 a point on the plane Returns:
 this

reflect
public Matrix4x3d reflect(Quaterniondc orientation, Vector3dc point, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Apply a mirror/reflection transformation to this matrix that reflects about a plane specified via the plane orientation and a point on the plane, and store the result indest
.This method can be used to build a reflection transformation based on the orientation of a mirror object in the scene. It is assumed that the default mirror plane's normal is
(0, 0, 1)
. So, if the givenQuaterniondc
is the identity (does not apply any additional rotation), the reflection plane will bez=0
, offset by the givenpoint
.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first! Specified by:
reflect
in interfaceMatrix4x3dc
 Parameters:
orientation
 the plane orientationpoint
 a point on the planedest
 will hold the result Returns:
 dest

reflect
public Matrix4x3d reflect(Vector3dc normal, Vector3dc point, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Apply a mirror/reflection transformation to this matrix that reflects about the given plane specified via the plane normal and a point on the plane, and store the result indest
.If
M
isthis
matrix andR
the reflection matrix, then the new matrix will beM * R
. So when transforming a vectorv
with the new matrix by usingM * R * v
, the reflection will be applied first! Specified by:
reflect
in interfaceMatrix4x3dc
 Parameters:
normal
 the plane normalpoint
 a point on the planedest
 will hold the result Returns:
 dest

reflection
public Matrix4x3d reflection(double a, double b, double c, double d)
Set this matrix to a mirror/reflection transformation that reflects about the given plane specified via the equationx*a + y*b + z*c + d = 0
.The vector
(a, b, c)
must be a unit vector.Reference: msdn.microsoft.com
 Parameters:
a
 the x factor in the plane equationb
 the y factor in the plane equationc
 the z factor in the plane equationd
 the constant in the plane equation Returns:
 this

reflection
public Matrix4x3d reflection(double nx, double ny, double nz, double px, double py, double pz)
Set this matrix to a mirror/reflection transformation that reflects about the given plane specified via the plane normal and a point on the plane. Parameters:
nx
 the xcoordinate of the plane normalny
 the ycoordinate of the plane normalnz
 the zcoordinate of the plane normalpx
 the xcoordinate of a point on the planepy
 the ycoordinate of a point on the planepz
 the zcoordinate of a point on the plane Returns:
 this

reflection
public Matrix4x3d reflection(Vector3dc normal, Vector3dc point)
Set this matrix to a mirror/reflection transformation that reflects about the given plane specified via the plane normal and a point on the plane. Parameters:
normal
 the plane normalpoint
 a point on the plane Returns:
 this

reflection
public Matrix4x3d reflection(Quaterniondc orientation, Vector3dc point)
Set this matrix to a mirror/reflection transformation that reflects about a plane specified via the plane orientation and a point on the plane.This method can be used to build a reflection transformation based on the orientation of a mirror object in the scene. It is assumed that the default mirror plane's normal is
(0, 0, 1)
. So, if the givenQuaterniondc
is the identity (does not apply any additional rotation), the reflection plane will bez=0
, offset by the givenpoint
. Parameters:
orientation
 the plane orientationpoint
 a point on the plane Returns:
 this

ortho
public Matrix4x3d ortho(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne, Matrix4x3d dest)
Apply an orthographic projection transformation for a righthanded coordinate system using the given NDC z range to this matrix and store the result indest
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without postmultiplying it, use
setOrtho()
.Reference: http://www.songho.ca
 Specified by:
ortho
in interfaceMatrix4x3dc
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edgezNear
 near clipping plane distancezFar
 far clipping plane distancezZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
dest
 will hold the result Returns:
 dest
 See Also:
setOrtho(double, double, double, double, double, double, boolean)

ortho
public Matrix4x3d ortho(double left, double right, double bottom, double top, double zNear, double zFar, Matrix4x3d dest)
Apply an orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without postmultiplying it, use
setOrtho()
.Reference: http://www.songho.ca
 Specified by:
ortho
in interfaceMatrix4x3dc
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edgezNear
 near clipping plane distancezFar
 far clipping plane distancedest
 will hold the result Returns:
 dest
 See Also:
setOrtho(double, double, double, double, double, double)

ortho
public Matrix4x3d ortho(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne)
Apply an orthographic projection transformation for a righthanded coordinate system using the given NDC z range to this matrix.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without postmultiplying it, use
setOrtho()
.Reference: http://www.songho.ca
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edgezNear
 near clipping plane distancezFar
 far clipping plane distancezZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
setOrtho(double, double, double, double, double, double, boolean)

ortho
public Matrix4x3d ortho(double left, double right, double bottom, double top, double zNear, double zFar)
Apply an orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without postmultiplying it, use
setOrtho()
.Reference: http://www.songho.ca
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edgezNear
 near clipping plane distancezFar
 far clipping plane distance Returns:
 this
 See Also:
setOrtho(double, double, double, double, double, double)

orthoLH
public Matrix4x3d orthoLH(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne, Matrix4x3d dest)
Apply an orthographic projection transformation for a lefthanded coordiante system using the given NDC z range to this matrix and store the result indest
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without postmultiplying it, use
setOrthoLH()
.Reference: http://www.songho.ca
 Specified by:
orthoLH
in interfaceMatrix4x3dc
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edgezNear
 near clipping plane distancezFar
 far clipping plane distancezZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
dest
 will hold the result Returns:
 dest
 See Also:
setOrthoLH(double, double, double, double, double, double, boolean)

orthoLH
public Matrix4x3d orthoLH(double left, double right, double bottom, double top, double zNear, double zFar, Matrix4x3d dest)
Apply an orthographic projection transformation for a lefthanded coordiante system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without postmultiplying it, use
setOrthoLH()
.Reference: http://www.songho.ca
 Specified by:
orthoLH
in interfaceMatrix4x3dc
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edgezNear
 near clipping plane distancezFar
 far clipping plane distancedest
 will hold the result Returns:
 dest
 See Also:
setOrthoLH(double, double, double, double, double, double)

orthoLH
public Matrix4x3d orthoLH(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne)
Apply an orthographic projection transformation for a lefthanded coordiante system using the given NDC z range to this matrix.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without postmultiplying it, use
setOrthoLH()
.Reference: http://www.songho.ca
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edgezNear
 near clipping plane distancezFar
 far clipping plane distancezZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
setOrthoLH(double, double, double, double, double, double, boolean)

orthoLH
public Matrix4x3d orthoLH(double left, double right, double bottom, double top, double zNear, double zFar)
Apply an orthographic projection transformation for a lefthanded coordiante system using OpenGL's NDC z range of[1..+1]
to this matrix.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without postmultiplying it, use
setOrthoLH()
.Reference: http://www.songho.ca
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edgezNear
 near clipping plane distancezFar
 far clipping plane distance Returns:
 this
 See Also:
setOrthoLH(double, double, double, double, double, double)

setOrtho
public Matrix4x3d setOrtho(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne)
Set this matrix to be an orthographic projection transformation for a righthanded coordinate system using the given NDC z range.In order to apply the orthographic projection to an already existing transformation, use
ortho()
.Reference: http://www.songho.ca
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edgezNear
 near clipping plane distancezFar
 far clipping plane distancezZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
ortho(double, double, double, double, double, double, boolean)

setOrtho
public Matrix4x3d setOrtho(double left, double right, double bottom, double top, double zNear, double zFar)
Set this matrix to be an orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
.In order to apply the orthographic projection to an already existing transformation, use
ortho()
.Reference: http://www.songho.ca
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edgezNear
 near clipping plane distancezFar
 far clipping plane distance Returns:
 this
 See Also:
ortho(double, double, double, double, double, double)

setOrthoLH
public Matrix4x3d setOrthoLH(double left, double right, double bottom, double top, double zNear, double zFar, boolean zZeroToOne)
Set this matrix to be an orthographic projection transformation for a lefthanded coordinate system using the given NDC z range.In order to apply the orthographic projection to an already existing transformation, use
orthoLH()
.Reference: http://www.songho.ca
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edgezNear
 near clipping plane distancezFar
 far clipping plane distancezZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
orthoLH(double, double, double, double, double, double, boolean)

setOrthoLH
public Matrix4x3d setOrthoLH(double left, double right, double bottom, double top, double zNear, double zFar)
Set this matrix to be an orthographic projection transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
.In order to apply the orthographic projection to an already existing transformation, use
orthoLH()
.Reference: http://www.songho.ca
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edgezNear
 near clipping plane distancezFar
 far clipping plane distance Returns:
 this
 See Also:
orthoLH(double, double, double, double, double, double)

orthoSymmetric
public Matrix4x3d orthoSymmetric(double width, double height, double zNear, double zFar, boolean zZeroToOne, Matrix4x3d dest)
Apply a symmetric orthographic projection transformation for a righthanded coordinate system using the given NDC z range to this matrix and store the result indest
.This method is equivalent to calling
ortho()
withleft=width/2
,right=+width/2
,bottom=height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without postmultiplying it, use
setOrthoSymmetric()
.Reference: http://www.songho.ca
 Specified by:
orthoSymmetric
in interfaceMatrix4x3dc
 Parameters:
width
 the distance between the right and left frustum edgesheight
 the distance between the top and bottom frustum edgeszNear
 near clipping plane distancezFar
 far clipping plane distancedest
 will hold the resultzZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 dest
 See Also:
setOrthoSymmetric(double, double, double, double, boolean)

orthoSymmetric
public Matrix4x3d orthoSymmetric(double width, double height, double zNear, double zFar, Matrix4x3d dest)
Apply a symmetric orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.This method is equivalent to calling
ortho()
withleft=width/2
,right=+width/2
,bottom=height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without postmultiplying it, use
setOrthoSymmetric()
.Reference: http://www.songho.ca
 Specified by:
orthoSymmetric
in interfaceMatrix4x3dc
 Parameters:
width
 the distance between the right and left frustum edgesheight
 the distance between the top and bottom frustum edgeszNear
 near clipping plane distancezFar
 far clipping plane distancedest
 will hold the result Returns:
 dest
 See Also:
setOrthoSymmetric(double, double, double, double)

orthoSymmetric
public Matrix4x3d orthoSymmetric(double width, double height, double zNear, double zFar, boolean zZeroToOne)
Apply a symmetric orthographic projection transformation for a righthanded coordinate system using the given NDC z range to this matrix.This method is equivalent to calling
ortho()
withleft=width/2
,right=+width/2
,bottom=height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without postmultiplying it, use
setOrthoSymmetric()
.Reference: http://www.songho.ca
 Parameters:
width
 the distance between the right and left frustum edgesheight
 the distance between the top and bottom frustum edgeszNear
 near clipping plane distancezFar
 far clipping plane distancezZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
setOrthoSymmetric(double, double, double, double, boolean)

orthoSymmetric
public Matrix4x3d orthoSymmetric(double width, double height, double zNear, double zFar)
Apply a symmetric orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.This method is equivalent to calling
ortho()
withleft=width/2
,right=+width/2
,bottom=height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without postmultiplying it, use
setOrthoSymmetric()
.Reference: http://www.songho.ca
 Parameters:
width
 the distance between the right and left frustum edgesheight
 the distance between the top and bottom frustum edgeszNear
 near clipping plane distancezFar
 far clipping plane distance Returns:
 this
 See Also:
setOrthoSymmetric(double, double, double, double)

orthoSymmetricLH
public Matrix4x3d orthoSymmetricLH(double width, double height, double zNear, double zFar, boolean zZeroToOne, Matrix4x3d dest)
Apply a symmetric orthographic projection transformation for a lefthanded coordinate system using the given NDC z range to this matrix and store the result indest
.This method is equivalent to calling
orthoLH()
withleft=width/2
,right=+width/2
,bottom=height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without postmultiplying it, use
setOrthoSymmetricLH()
.Reference: http://www.songho.ca
 Specified by:
orthoSymmetricLH
in interfaceMatrix4x3dc
 Parameters:
width
 the distance between the right and left frustum edgesheight
 the distance between the top and bottom frustum edgeszNear
 near clipping plane distancezFar
 far clipping plane distancedest
 will hold the resultzZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 dest
 See Also:
setOrthoSymmetricLH(double, double, double, double, boolean)

orthoSymmetricLH
public Matrix4x3d orthoSymmetricLH(double width, double height, double zNear, double zFar, Matrix4x3d dest)
Apply a symmetric orthographic projection transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix and store the result indest
.This method is equivalent to calling
orthoLH()
withleft=width/2
,right=+width/2
,bottom=height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without postmultiplying it, use
setOrthoSymmetricLH()
.Reference: http://www.songho.ca
 Specified by:
orthoSymmetricLH
in interfaceMatrix4x3dc
 Parameters:
width
 the distance between the right and left frustum edgesheight
 the distance between the top and bottom frustum edgeszNear
 near clipping plane distancezFar
 far clipping plane distancedest
 will hold the result Returns:
 dest
 See Also:
setOrthoSymmetricLH(double, double, double, double)

orthoSymmetricLH
public Matrix4x3d orthoSymmetricLH(double width, double height, double zNear, double zFar, boolean zZeroToOne)
Apply a symmetric orthographic projection transformation for a lefthanded coordinate system using the given NDC z range to this matrix.This method is equivalent to calling
orthoLH()
withleft=width/2
,right=+width/2
,bottom=height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without postmultiplying it, use
setOrthoSymmetricLH()
.Reference: http://www.songho.ca
 Parameters:
width
 the distance between the right and left frustum edgesheight
 the distance between the top and bottom frustum edgeszNear
 near clipping plane distancezFar
 far clipping plane distancezZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
setOrthoSymmetricLH(double, double, double, double, boolean)

orthoSymmetricLH
public Matrix4x3d orthoSymmetricLH(double width, double height, double zNear, double zFar)
Apply a symmetric orthographic projection transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
to this matrix.This method is equivalent to calling
orthoLH()
withleft=width/2
,right=+width/2
,bottom=height/2
andtop=+height/2
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to a symmetric orthographic projection without postmultiplying it, use
setOrthoSymmetricLH()
.Reference: http://www.songho.ca
 Parameters:
width
 the distance between the right and left frustum edgesheight
 the distance between the top and bottom frustum edgeszNear
 near clipping plane distancezFar
 far clipping plane distance Returns:
 this
 See Also:
setOrthoSymmetricLH(double, double, double, double)

setOrthoSymmetric
public Matrix4x3d setOrthoSymmetric(double width, double height, double zNear, double zFar, boolean zZeroToOne)
Set this matrix to be a symmetric orthographic projection transformation for a righthanded coordinate system using the given NDC z range.This method is equivalent to calling
setOrtho()
withleft=width/2
,right=+width/2
,bottom=height/2
andtop=+height/2
.In order to apply the symmetric orthographic projection to an already existing transformation, use
orthoSymmetric()
.Reference: http://www.songho.ca
 Parameters:
width
 the distance between the right and left frustum edgesheight
 the distance between the top and bottom frustum edgeszNear
 near clipping plane distancezFar
 far clipping plane distancezZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
orthoSymmetric(double, double, double, double, boolean)

setOrthoSymmetric
public Matrix4x3d setOrthoSymmetric(double width, double height, double zNear, double zFar)
Set this matrix to be a symmetric orthographic projection transformation for a righthanded coordinate system using OpenGL's NDC z range of[1..+1]
.This method is equivalent to calling
setOrtho()
withleft=width/2
,right=+width/2
,bottom=height/2
andtop=+height/2
.In order to apply the symmetric orthographic projection to an already existing transformation, use
orthoSymmetric()
.Reference: http://www.songho.ca
 Parameters:
width
 the distance between the right and left frustum edgesheight
 the distance between the top and bottom frustum edgeszNear
 near clipping plane distancezFar
 far clipping plane distance Returns:
 this
 See Also:
orthoSymmetric(double, double, double, double)

setOrthoSymmetricLH
public Matrix4x3d setOrthoSymmetricLH(double width, double height, double zNear, double zFar, boolean zZeroToOne)
Set this matrix to be a symmetric orthographic projection transformation for a lefthanded coordinate system using the given NDC z range.This method is equivalent to calling
setOrtho()
withleft=width/2
,right=+width/2
,bottom=height/2
andtop=+height/2
.In order to apply the symmetric orthographic projection to an already existing transformation, use
orthoSymmetricLH()
.Reference: http://www.songho.ca
 Parameters:
width
 the distance between the right and left frustum edgesheight
 the distance between the top and bottom frustum edgeszNear
 near clipping plane distancezFar
 far clipping plane distancezZeroToOne
 whether to use Vulkan's and Direct3D's NDC z range of[0..+1]
whentrue
or whether to use OpenGL's NDC z range of[1..+1]
whenfalse
 Returns:
 this
 See Also:
orthoSymmetricLH(double, double, double, double, boolean)

setOrthoSymmetricLH
public Matrix4x3d setOrthoSymmetricLH(double width, double height, double zNear, double zFar)
Set this matrix to be a symmetric orthographic projection transformation for a lefthanded coordinate system using OpenGL's NDC z range of[1..+1]
.This method is equivalent to calling
setOrthoLH()
withleft=width/2
,right=+width/2
,bottom=height/2
andtop=+height/2
.In order to apply the symmetric orthographic projection to an already existing transformation, use
orthoSymmetricLH()
.Reference: http://www.songho.ca
 Parameters:
width
 the distance between the right and left frustum edgesheight
 the distance between the top and bottom frustum edgeszNear
 near clipping plane distancezFar
 far clipping plane distance Returns:
 this
 See Also:
orthoSymmetricLH(double, double, double, double)

ortho2D
public Matrix4x3d ortho2D(double left, double right, double bottom, double top, Matrix4x3d dest)
Apply an orthographic projection transformation for a righthanded coordinate system to this matrix and store the result indest
.This method is equivalent to calling
ortho()
withzNear=1
andzFar=+1
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without postmultiplying it, use
setOrtho()
.Reference: http://www.songho.ca
 Specified by:
ortho2D
in interfaceMatrix4x3dc
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edgedest
 will hold the result Returns:
 dest
 See Also:
ortho(double, double, double, double, double, double, Matrix4x3d)
,setOrtho2D(double, double, double, double)

ortho2D
public Matrix4x3d ortho2D(double left, double right, double bottom, double top)
Apply an orthographic projection transformation for a righthanded coordinate system to this matrix.This method is equivalent to calling
ortho()
withzNear=1
andzFar=+1
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without postmultiplying it, use
setOrtho2D()
.Reference: http://www.songho.ca
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edge Returns:
 this
 See Also:
ortho(double, double, double, double, double, double)
,setOrtho2D(double, double, double, double)

ortho2DLH
public Matrix4x3d ortho2DLH(double left, double right, double bottom, double top, Matrix4x3d dest)
Apply an orthographic projection transformation for a lefthanded coordinate system to this matrix and store the result indest
.This method is equivalent to calling
orthoLH()
withzNear=1
andzFar=+1
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without postmultiplying it, use
setOrthoLH()
.Reference: http://www.songho.ca
 Specified by:
ortho2DLH
in interfaceMatrix4x3dc
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edgedest
 will hold the result Returns:
 dest
 See Also:
orthoLH(double, double, double, double, double, double, Matrix4x3d)
,setOrtho2DLH(double, double, double, double)

ortho2DLH
public Matrix4x3d ortho2DLH(double left, double right, double bottom, double top)
Apply an orthographic projection transformation for a lefthanded coordinate system to this matrix.This method is equivalent to calling
orthoLH()
withzNear=1
andzFar=+1
.If
M
isthis
matrix andO
the orthographic projection matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the orthographic projection transformation will be applied first!In order to set the matrix to an orthographic projection without postmultiplying it, use
setOrtho2DLH()
.Reference: http://www.songho.ca
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edge Returns:
 this
 See Also:
orthoLH(double, double, double, double, double, double)
,setOrtho2DLH(double, double, double, double)

setOrtho2D
public Matrix4x3d setOrtho2D(double left, double right, double bottom, double top)
Set this matrix to be an orthographic projection transformation for a righthanded coordinate system.This method is equivalent to calling
setOrtho()
withzNear=1
andzFar=+1
.In order to apply the orthographic projection to an already existing transformation, use
ortho2D()
.Reference: http://www.songho.ca
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edge Returns:
 this
 See Also:
setOrtho(double, double, double, double, double, double)
,ortho2D(double, double, double, double)

setOrtho2DLH
public Matrix4x3d setOrtho2DLH(double left, double right, double bottom, double top)
Set this matrix to be an orthographic projection transformation for a lefthanded coordinate system.This method is equivalent to calling
setOrthoLH()
withzNear=1
andzFar=+1
.In order to apply the orthographic projection to an already existing transformation, use
ortho2DLH()
.Reference: http://www.songho.ca
 Parameters:
left
 the distance from the center to the left frustum edgeright
 the distance from the center to the right frustum edgebottom
 the distance from the center to the bottom frustum edgetop
 the distance from the center to the top frustum edge Returns:
 this
 See Also:
setOrthoLH(double, double, double, double, double, double)
,ortho2DLH(double, double, double, double)

lookAlong
public Matrix4x3d lookAlong(Vector3dc dir, Vector3dc up)
Apply a rotation transformation to this matrix to makez
point alongdir
.If
M
isthis
matrix andL
the lookalong rotation matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookalong rotation transformation will be applied first!This is equivalent to calling
lookAt
witheye = (0, 0, 0)
andcenter = dir
.In order to set the matrix to a lookalong transformation without postmultiplying it, use
setLookAlong()
. Parameters:
dir
 the direction in space to look alongup
 the direction of 'up' Returns:
 this
 See Also:
lookAlong(double, double, double, double, double, double)
,lookAt(Vector3dc, Vector3dc, Vector3dc)
,setLookAlong(Vector3dc, Vector3dc)

lookAlong
public Matrix4x3d lookAlong(Vector3dc dir, Vector3dc up, Matrix4x3d dest)
Apply a rotation transformation to this matrix to makez
point alongdir
and store the result indest
.If
M
isthis
matrix andL
the lookalong rotation matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookalong rotation transformation will be applied first!This is equivalent to calling
lookAt
witheye = (0, 0, 0)
andcenter = dir
.In order to set the matrix to a lookalong transformation without postmultiplying it, use
setLookAlong()
. Specified by:
lookAlong
in interfaceMatrix4x3dc
 Parameters:
dir
 the direction in space to look alongup
 the direction of 'up'dest
 will hold the result Returns:
 dest
 See Also:
lookAlong(double, double, double, double, double, double)
,lookAt(Vector3dc, Vector3dc, Vector3dc)
,setLookAlong(Vector3dc, Vector3dc)

lookAlong
public Matrix4x3d lookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix4x3d dest)
Apply a rotation transformation to this matrix to makez
point alongdir
and store the result indest
.If
M
isthis
matrix andL
the lookalong rotation matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookalong rotation transformation will be applied first!This is equivalent to calling
lookAt()
witheye = (0, 0, 0)
andcenter = dir
.In order to set the matrix to a lookalong transformation without postmultiplying it, use
setLookAlong()
 Specified by:
lookAlong
in interfaceMatrix4x3dc
 Parameters:
dirX
 the xcoordinate of the direction to look alongdirY
 the ycoordinate of the direction to look alongdirZ
 the zcoordinate of the direction to look alongupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vectordest
 will hold the result Returns:
 dest
 See Also:
lookAt(double, double, double, double, double, double, double, double, double)
,setLookAlong(double, double, double, double, double, double)

lookAlong
public Matrix4x3d lookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
Apply a rotation transformation to this matrix to makez
point alongdir
.If
M
isthis
matrix andL
the lookalong rotation matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookalong rotation transformation will be applied first!This is equivalent to calling
lookAt()
witheye = (0, 0, 0)
andcenter = dir
.In order to set the matrix to a lookalong transformation without postmultiplying it, use
setLookAlong()
 Parameters:
dirX
 the xcoordinate of the direction to look alongdirY
 the ycoordinate of the direction to look alongdirZ
 the zcoordinate of the direction to look alongupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vector Returns:
 this
 See Also:
lookAt(double, double, double, double, double, double, double, double, double)
,setLookAlong(double, double, double, double, double, double)

setLookAlong
public Matrix4x3d setLookAlong(Vector3dc dir, Vector3dc up)
Set this matrix to a rotation transformation to makez
point alongdir
.This is equivalent to calling
setLookAt()
witheye = (0, 0, 0)
andcenter = dir
.In order to apply the lookalong transformation to any previous existing transformation, use
lookAlong(Vector3dc, Vector3dc)
. Parameters:
dir
 the direction in space to look alongup
 the direction of 'up' Returns:
 this
 See Also:
setLookAlong(Vector3dc, Vector3dc)
,lookAlong(Vector3dc, Vector3dc)

setLookAlong
public Matrix4x3d setLookAlong(double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
Set this matrix to a rotation transformation to makez
point alongdir
.This is equivalent to calling
setLookAt()
witheye = (0, 0, 0)
andcenter = dir
.In order to apply the lookalong transformation to any previous existing transformation, use
lookAlong()
 Parameters:
dirX
 the xcoordinate of the direction to look alongdirY
 the ycoordinate of the direction to look alongdirZ
 the zcoordinate of the direction to look alongupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vector Returns:
 this
 See Also:
setLookAlong(double, double, double, double, double, double)
,lookAlong(double, double, double, double, double, double)

setLookAt
public Matrix4x3d setLookAt(Vector3dc eye, Vector3dc center, Vector3dc up)
Set this matrix to be a "lookat" transformation for a righthanded coordinate system, that alignsz
withcenter  eye
.In order to not make use of vectors to specify
eye
,center
andup
but use primitives, like in the GLU function, usesetLookAt()
instead.In order to apply the lookat transformation to a previous existing transformation, use
lookAt()
. Parameters:
eye
 the position of the cameracenter
 the point in space to look atup
 the direction of 'up' Returns:
 this
 See Also:
setLookAt(double, double, double, double, double, double, double, double, double)
,lookAt(Vector3dc, Vector3dc, Vector3dc)

setLookAt
public Matrix4x3d setLookAt(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ)
Set this matrix to be a "lookat" transformation for a righthanded coordinate system, that alignsz
withcenter  eye
.In order to apply the lookat transformation to a previous existing transformation, use
lookAt
. Parameters:
eyeX
 the xcoordinate of the eye/camera locationeyeY
 the ycoordinate of the eye/camera locationeyeZ
 the zcoordinate of the eye/camera locationcenterX
 the xcoordinate of the point to look atcenterY
 the ycoordinate of the point to look atcenterZ
 the zcoordinate of the point to look atupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vector Returns:
 this
 See Also:
setLookAt(Vector3dc, Vector3dc, Vector3dc)
,lookAt(double, double, double, double, double, double, double, double, double)

lookAt
public Matrix4x3d lookAt(Vector3dc eye, Vector3dc center, Vector3dc up, Matrix4x3d dest)
Apply a "lookat" transformation to this matrix for a righthanded coordinate system, that alignsz
withcenter  eye
and store the result indest
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a lookat transformation without postmultiplying it, use
setLookAt(Vector3dc, Vector3dc, Vector3dc)
. Specified by:
lookAt
in interfaceMatrix4x3dc
 Parameters:
eye
 the position of the cameracenter
 the point in space to look atup
 the direction of 'up'dest
 will hold the result Returns:
 dest
 See Also:
lookAt(double, double, double, double, double, double, double, double, double)
,setLookAlong(Vector3dc, Vector3dc)

lookAt
public Matrix4x3d lookAt(Vector3dc eye, Vector3dc center, Vector3dc up)
Apply a "lookat" transformation to this matrix for a righthanded coordinate system, that alignsz
withcenter  eye
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a lookat transformation without postmultiplying it, use
setLookAt(Vector3dc, Vector3dc, Vector3dc)
. Parameters:
eye
 the position of the cameracenter
 the point in space to look atup
 the direction of 'up' Returns:
 this
 See Also:
lookAt(double, double, double, double, double, double, double, double, double)
,setLookAlong(Vector3dc, Vector3dc)

lookAt
public Matrix4x3d lookAt(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ, Matrix4x3d dest)
Apply a "lookat" transformation to this matrix for a righthanded coordinate system, that alignsz
withcenter  eye
and store the result indest
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a lookat transformation without postmultiplying it, use
setLookAt()
. Specified by:
lookAt
in interfaceMatrix4x3dc
 Parameters:
eyeX
 the xcoordinate of the eye/camera locationeyeY
 the ycoordinate of the eye/camera locationeyeZ
 the zcoordinate of the eye/camera locationcenterX
 the xcoordinate of the point to look atcenterY
 the ycoordinate of the point to look atcenterZ
 the zcoordinate of the point to look atupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vectordest
 will hold the result Returns:
 dest
 See Also:
lookAt(Vector3dc, Vector3dc, Vector3dc)
,setLookAt(double, double, double, double, double, double, double, double, double)

lookAt
public Matrix4x3d lookAt(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ)
Apply a "lookat" transformation to this matrix for a righthanded coordinate system, that alignsz
withcenter  eye
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a lookat transformation without postmultiplying it, use
setLookAt()
. Parameters:
eyeX
 the xcoordinate of the eye/camera locationeyeY
 the ycoordinate of the eye/camera locationeyeZ
 the zcoordinate of the eye/camera locationcenterX
 the xcoordinate of the point to look atcenterY
 the ycoordinate of the point to look atcenterZ
 the zcoordinate of the point to look atupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vector Returns:
 this
 See Also:
lookAt(Vector3dc, Vector3dc, Vector3dc)
,setLookAt(double, double, double, double, double, double, double, double, double)

setLookAtLH
public Matrix4x3d setLookAtLH(Vector3dc eye, Vector3dc center, Vector3dc up)
Set this matrix to be a "lookat" transformation for a lefthanded coordinate system, that aligns+z
withcenter  eye
.In order to not make use of vectors to specify
eye
,center
andup
but use primitives, like in the GLU function, usesetLookAtLH()
instead.In order to apply the lookat transformation to a previous existing transformation, use
lookAt()
. Parameters:
eye
 the position of the cameracenter
 the point in space to look atup
 the direction of 'up' Returns:
 this
 See Also:
setLookAtLH(double, double, double, double, double, double, double, double, double)
,lookAtLH(Vector3dc, Vector3dc, Vector3dc)

setLookAtLH
public Matrix4x3d setLookAtLH(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ)
Set this matrix to be a "lookat" transformation for a lefthanded coordinate system, that aligns+z
withcenter  eye
.In order to apply the lookat transformation to a previous existing transformation, use
lookAtLH
. Parameters:
eyeX
 the xcoordinate of the eye/camera locationeyeY
 the ycoordinate of the eye/camera locationeyeZ
 the zcoordinate of the eye/camera locationcenterX
 the xcoordinate of the point to look atcenterY
 the ycoordinate of the point to look atcenterZ
 the zcoordinate of the point to look atupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vector Returns:
 this
 See Also:
setLookAtLH(Vector3dc, Vector3dc, Vector3dc)
,lookAtLH(double, double, double, double, double, double, double, double, double)

lookAtLH
public Matrix4x3d lookAtLH(Vector3dc eye, Vector3dc center, Vector3dc up, Matrix4x3d dest)
Apply a "lookat" transformation to this matrix for a lefthanded coordinate system, that aligns+z
withcenter  eye
and store the result indest
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a lookat transformation without postmultiplying it, use
setLookAtLH(Vector3dc, Vector3dc, Vector3dc)
. Specified by:
lookAtLH
in interfaceMatrix4x3dc
 Parameters:
eye
 the position of the cameracenter
 the point in space to look atup
 the direction of 'up'dest
 will hold the result Returns:
 dest
 See Also:
lookAtLH(double, double, double, double, double, double, double, double, double)

lookAtLH
public Matrix4x3d lookAtLH(Vector3dc eye, Vector3dc center, Vector3dc up)
Apply a "lookat" transformation to this matrix for a lefthanded coordinate system, that aligns+z
withcenter  eye
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a lookat transformation without postmultiplying it, use
setLookAtLH(Vector3dc, Vector3dc, Vector3dc)
. Parameters:
eye
 the position of the cameracenter
 the point in space to look atup
 the direction of 'up' Returns:
 this
 See Also:
lookAtLH(double, double, double, double, double, double, double, double, double)

lookAtLH
public Matrix4x3d lookAtLH(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ, Matrix4x3d dest)
Apply a "lookat" transformation to this matrix for a lefthanded coordinate system, that aligns+z
withcenter  eye
and store the result indest
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a lookat transformation without postmultiplying it, use
setLookAtLH()
. Specified by:
lookAtLH
in interfaceMatrix4x3dc
 Parameters:
eyeX
 the xcoordinate of the eye/camera locationeyeY
 the ycoordinate of the eye/camera locationeyeZ
 the zcoordinate of the eye/camera locationcenterX
 the xcoordinate of the point to look atcenterY
 the ycoordinate of the point to look atcenterZ
 the zcoordinate of the point to look atupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vectordest
 will hold the result Returns:
 dest
 See Also:
lookAtLH(Vector3dc, Vector3dc, Vector3dc)
,setLookAtLH(double, double, double, double, double, double, double, double, double)

lookAtLH
public Matrix4x3d lookAtLH(double eyeX, double eyeY, double eyeZ, double centerX, double centerY, double centerZ, double upX, double upY, double upZ)
Apply a "lookat" transformation to this matrix for a lefthanded coordinate system, that aligns+z
withcenter  eye
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a lookat transformation without postmultiplying it, use
setLookAtLH()
. Parameters:
eyeX
 the xcoordinate of the eye/camera locationeyeY
 the ycoordinate of the eye/camera locationeyeZ
 the zcoordinate of the eye/camera locationcenterX
 the xcoordinate of the point to look atcenterY
 the ycoordinate of the point to look atcenterZ
 the zcoordinate of the point to look atupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vector Returns:
 this
 See Also:
lookAtLH(Vector3dc, Vector3dc, Vector3dc)
,setLookAtLH(double, double, double, double, double, double, double, double, double)

frustumPlane
public Vector4d frustumPlane(int which, Vector4d dest)
Description copied from interface:Matrix4x3dc
Calculate a frustum plane ofthis
matrix, which can be a projection matrix or a combined modelviewprojection matrix, and store the result in the givendest
.Generally, this method computes the frustum plane in the local frame of any coordinate system that existed before
this
transformation was applied to it in order to yield homogeneous clipping space.The plane normal, which is
(a, b, c)
, is directed "inwards" of the frustum. Any plane/point test usinga*x + b*y + c*z + d
therefore will yield a result greater than zero if the point is within the frustum (i.e. at the positive side of the frustum plane).Reference: Fast Extraction of Viewing Frustum Planes from the WorldViewProjection Matrix
 Specified by:
frustumPlane
in interfaceMatrix4x3dc
 Parameters:
which
 one of the six possible planes, given as numeric constantsMatrix4x3dc.PLANE_NX
,Matrix4x3dc.PLANE_PX
,Matrix4x3dc.PLANE_NY
,Matrix4x3dc.PLANE_PY
,Matrix4x3dc.PLANE_NZ
andMatrix4x3dc.PLANE_PZ
dest
 will hold the computed plane equation. The plane equation will be normalized, meaning that(a, b, c)
will be a unit vector Returns:
 dest

positiveZ
public Vector3d positiveZ(Vector3d dir)
Description copied from interface:Matrix4x3dc
Obtain the direction of+Z
before the transformation represented bythis
matrix is applied.This method uses the rotation component of the left 3x3 submatrix to obtain the direction that is transformed to
+Z
bythis
matrix.This method is equivalent to the following code:
Matrix4x3d inv = new Matrix4x3d(this).invert(); inv.transformDirection(dir.set(0, 0, 1)).normalize();
Ifthis
is already an orthogonal matrix, then consider usingMatrix4x3dc.normalizedPositiveZ(Vector3d)
instead.Reference: http://www.euclideanspace.com
 Specified by:
positiveZ
in interfaceMatrix4x3dc
 Parameters:
dir
 will hold the direction of+Z
 Returns:
 dir

normalizedPositiveZ
public Vector3d normalizedPositiveZ(Vector3d dir)
Description copied from interface:Matrix4x3dc
Obtain the direction of+Z
before the transformation represented bythis
orthogonal matrix is applied. This method only produces correct results ifthis
is an orthogonal matrix.This method uses the rotation component of the left 3x3 submatrix to obtain the direction that is transformed to
+Z
bythis
matrix.This method is equivalent to the following code:
Matrix4x3d inv = new Matrix4x3d(this).transpose(); inv.transformDirection(dir.set(0, 0, 1)).normalize();
Reference: http://www.euclideanspace.com
 Specified by:
normalizedPositiveZ
in interfaceMatrix4x3dc
 Parameters:
dir
 will hold the direction of+Z
 Returns:
 dir

positiveX
public Vector3d positiveX(Vector3d dir)
Description copied from interface:Matrix4x3dc
Obtain the direction of+X
before the transformation represented bythis
matrix is applied.This method uses the rotation component of the left 3x3 submatrix to obtain the direction that is transformed to
+X
bythis
matrix.This method is equivalent to the following code:
Matrix4x3d inv = new Matrix4x3d(this).invert(); inv.transformDirection(dir.set(1, 0, 0)).normalize();
Ifthis
is already an orthogonal matrix, then consider usingMatrix4x3dc.normalizedPositiveX(Vector3d)
instead.Reference: http://www.euclideanspace.com
 Specified by:
positiveX
in interfaceMatrix4x3dc
 Parameters:
dir
 will hold the direction of+X
 Returns:
 dir

normalizedPositiveX
public Vector3d normalizedPositiveX(Vector3d dir)
Description copied from interface:Matrix4x3dc
Obtain the direction of+X
before the transformation represented bythis
orthogonal matrix is applied. This method only produces correct results ifthis
is an orthogonal matrix.This method uses the rotation component of the left 3x3 submatrix to obtain the direction that is transformed to
+X
bythis
matrix.This method is equivalent to the following code:
Matrix4x3d inv = new Matrix4x3d(this).transpose(); inv.transformDirection(dir.set(1, 0, 0)).normalize();
Reference: http://www.euclideanspace.com
 Specified by:
normalizedPositiveX
in interfaceMatrix4x3dc
 Parameters:
dir
 will hold the direction of+X
 Returns:
 dir

positiveY
public Vector3d positiveY(Vector3d dir)
Description copied from interface:Matrix4x3dc
Obtain the direction of+Y
before the transformation represented bythis
matrix is applied.This method uses the rotation component of the left 3x3 submatrix to obtain the direction that is transformed to
+Y
bythis
matrix.This method is equivalent to the following code:
Matrix4x3d inv = new Matrix4x3d(this).invert(); inv.transformDirection(dir.set(0, 1, 0)).normalize();
Ifthis
is already an orthogonal matrix, then consider usingMatrix4x3dc.normalizedPositiveY(Vector3d)
instead.Reference: http://www.euclideanspace.com
 Specified by:
positiveY
in interfaceMatrix4x3dc
 Parameters:
dir
 will hold the direction of+Y
 Returns:
 dir

normalizedPositiveY
public Vector3d normalizedPositiveY(Vector3d dir)
Description copied from interface:Matrix4x3dc
Obtain the direction of+Y
before the transformation represented bythis
orthogonal matrix is applied. This method only produces correct results ifthis
is an orthogonal matrix.This method uses the rotation component of the left 3x3 submatrix to obtain the direction that is transformed to
+Y
bythis
matrix.This method is equivalent to the following code:
Matrix4x3d inv = new Matrix4x3d(this).transpose(); inv.transformDirection(dir.set(0, 1, 0)).normalize();
Reference: http://www.euclideanspace.com
 Specified by:
normalizedPositiveY
in interfaceMatrix4x3dc
 Parameters:
dir
 will hold the direction of+Y
 Returns:
 dir

origin
public Vector3d origin(Vector3d origin)
Description copied from interface:Matrix4x3dc
Obtain the position that gets transformed to the origin bythis
matrix. This can be used to get the position of the "camera" from a given view transformation matrix.This method is equivalent to the following code:
Matrix4x3f inv = new Matrix4x3f(this).invert(); inv.transformPosition(origin.set(0, 0, 0));
 Specified by:
origin
in interfaceMatrix4x3dc
 Parameters:
origin
 will hold the position transformed to the origin Returns:
 origin

shadow
public Matrix4x3d shadow(Vector4dc light, double a, double b, double c, double d)
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/directionlight
.If
light.w
is0.0
the light is being treated as a directional light; if it is1.0
it is a point light.If
M
isthis
matrix andS
the shadow matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the shadow projection will be applied first!Reference: ftp.sgi.com
 Parameters:
light
 the light's vectora
 the x factor in the plane equationb
 the y factor in the plane equationc
 the z factor in the plane equationd
 the constant in the plane equation Returns:
 this

shadow
public Matrix4x3d shadow(Vector4dc light, double a, double b, double c, double d, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/directionlight
and store the result indest
.If
light.w
is0.0
the light is being treated as a directional light; if it is1.0
it is a point light.If
M
isthis
matrix andS
the shadow matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the shadow projection will be applied first!Reference: ftp.sgi.com
 Specified by:
shadow
in interfaceMatrix4x3dc
 Parameters:
light
 the light's vectora
 the x factor in the plane equationb
 the y factor in the plane equationc
 the z factor in the plane equationd
 the constant in the plane equationdest
 will hold the result Returns:
 dest

shadow
public Matrix4x3d shadow(double lightX, double lightY, double lightZ, double lightW, double a, double b, double c, double d)
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)
.If
lightW
is0.0
the light is being treated as a directional light; if it is1.0
it is a point light.If
M
isthis
matrix andS
the shadow matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the shadow projection will be applied first!Reference: ftp.sgi.com
 Parameters:
lightX
 the xcomponent of the light's vectorlightY
 the ycomponent of the light's vectorlightZ
 the zcomponent of the light's vectorlightW
 the wcomponent of the light's vectora
 the x factor in the plane equationb
 the y factor in the plane equationc
 the z factor in the plane equationd
 the constant in the plane equation Returns:
 this

shadow
public Matrix4x3d shadow(double lightX, double lightY, double lightZ, double lightW, double a, double b, double c, double d, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Apply a projection transformation to this matrix that projects onto the plane specified via the general plane equationx*a + y*b + z*c + d = 0
as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)
and store the result indest
.If
lightW
is0.0
the light is being treated as a directional light; if it is1.0
it is a point light.If
M
isthis
matrix andS
the shadow matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the shadow projection will be applied first!Reference: ftp.sgi.com
 Specified by:
shadow
in interfaceMatrix4x3dc
 Parameters:
lightX
 the xcomponent of the light's vectorlightY
 the ycomponent of the light's vectorlightZ
 the zcomponent of the light's vectorlightW
 the wcomponent of the light's vectora
 the x factor in the plane equationb
 the y factor in the plane equationc
 the z factor in the plane equationd
 the constant in the plane equationdest
 will hold the result Returns:
 dest

shadow
public Matrix4x3d shadow(Vector4dc light, Matrix4x3dc planeTransform, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0
as if casting a shadow from a given light position/directionlight
and store the result indest
.Before the shadow projection is applied, the plane is transformed via the specified
planeTransformation
.If
light.w
is0.0
the light is being treated as a directional light; if it is1.0
it is a point light.If
M
isthis
matrix andS
the shadow matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the shadow projection will be applied first! Specified by:
shadow
in interfaceMatrix4x3dc
 Parameters:
light
 the light's vectorplaneTransform
 the transformation to transform the implied planey = 0
before applying the projectiondest
 will hold the result Returns:
 dest

shadow
public Matrix4x3d shadow(Vector4dc light, Matrix4x3dc planeTransform)
Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0
as if casting a shadow from a given light position/directionlight
.Before the shadow projection is applied, the plane is transformed via the specified
planeTransformation
.If
light.w
is0.0
the light is being treated as a directional light; if it is1.0
it is a point light.If
M
isthis
matrix andS
the shadow matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the shadow projection will be applied first! Parameters:
light
 the light's vectorplaneTransform
 the transformation to transform the implied planey = 0
before applying the projection Returns:
 this

shadow
public Matrix4x3d shadow(double lightX, double lightY, double lightZ, double lightW, Matrix4x3dc planeTransform, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0
as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)
and store the result indest
.Before the shadow projection is applied, the plane is transformed via the specified
planeTransformation
.If
lightW
is0.0
the light is being treated as a directional light; if it is1.0
it is a point light.If
M
isthis
matrix andS
the shadow matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the shadow projection will be applied first! Specified by:
shadow
in interfaceMatrix4x3dc
 Parameters:
lightX
 the xcomponent of the light vectorlightY
 the ycomponent of the light vectorlightZ
 the zcomponent of the light vectorlightW
 the wcomponent of the light vectorplaneTransform
 the transformation to transform the implied planey = 0
before applying the projectiondest
 will hold the result Returns:
 dest

shadow
public Matrix4x3d shadow(double lightX, double lightY, double lightZ, double lightW, Matrix4x3dc planeTransform)
Apply a projection transformation to this matrix that projects onto the plane with the general plane equationy = 0
as if casting a shadow from a given light position/direction(lightX, lightY, lightZ, lightW)
.Before the shadow projection is applied, the plane is transformed via the specified
planeTransformation
.If
lightW
is0.0
the light is being treated as a directional light; if it is1.0
it is a point light.If
M
isthis
matrix andS
the shadow matrix, then the new matrix will beM * S
. So when transforming a vectorv
with the new matrix by usingM * S * v
, the shadow projection will be applied first! Parameters:
lightX
 the xcomponent of the light vectorlightY
 the ycomponent of the light vectorlightZ
 the zcomponent of the light vectorlightW
 the wcomponent of the light vectorplaneTransform
 the transformation to transform the implied planey = 0
before applying the projection Returns:
 this

billboardCylindrical
public Matrix4x3d billboardCylindrical(Vector3dc objPos, Vector3dc targetPos, Vector3dc up)
Set this matrix to a cylindrical billboard transformation that rotates the local +Z axis of a given object with positionobjPos
towards a target position attargetPos
while constraining a cylindrical rotation around the givenup
vector.This method can be used to create the complete model transformation for a given object, including the translation of the object to its position
objPos
. Parameters:
objPos
 the position of the object to rotate towardstargetPos
targetPos
 the position of the target (for example the camera) towards which to rotate the objectup
 the rotation axis (must benormalized
) Returns:
 this

billboardSpherical
public Matrix4x3d billboardSpherical(Vector3dc objPos, Vector3dc targetPos, Vector3dc up)
Set this matrix to a spherical billboard transformation that rotates the local +Z axis of a given object with positionobjPos
towards a target position attargetPos
.This method can be used to create the complete model transformation for a given object, including the translation of the object to its position
objPos
.If preserving an up vector is not necessary when rotating the +Z axis, then a shortest arc rotation can be obtained using
billboardSpherical(Vector3dc, Vector3dc)
. Parameters:
objPos
 the position of the object to rotate towardstargetPos
targetPos
 the position of the target (for example the camera) towards which to rotate the objectup
 the up axis used to orient the object Returns:
 this
 See Also:
billboardSpherical(Vector3dc, Vector3dc)

billboardSpherical
public Matrix4x3d billboardSpherical(Vector3dc objPos, Vector3dc targetPos)
Set this matrix to a spherical billboard transformation that rotates the local +Z axis of a given object with positionobjPos
towards a target position attargetPos
using a shortest arc rotation by not preserving any up vector of the object.This method can be used to create the complete model transformation for a given object, including the translation of the object to its position
objPos
.In order to specify an up vector which needs to be maintained when rotating the +Z axis of the object, use
billboardSpherical(Vector3dc, Vector3dc, Vector3dc)
. Parameters:
objPos
 the position of the object to rotate towardstargetPos
targetPos
 the position of the target (for example the camera) towards which to rotate the object Returns:
 this
 See Also:
billboardSpherical(Vector3dc, Vector3dc, Vector3dc)

hashCode
public int hashCode()
 Overrides:
hashCode
in classjava.lang.Object

equals
public boolean equals(java.lang.Object obj)
 Overrides:
equals
in classjava.lang.Object

equals
public boolean equals(Matrix4x3dc m, double delta)
Description copied from interface:Matrix4x3dc
Compare the matrix elements ofthis
matrix with the given matrix using the givendelta
and return whether all of them are equal within a maximum difference ofdelta
.Please note that this method is not used by any data structure such as
ArrayList
HashSet
orHashMap
and their operations, such asArrayList.contains(Object)
orHashSet.remove(Object)
, since those data structures only use theObject.equals(Object)
andObject.hashCode()
methods. Specified by:
equals
in interfaceMatrix4x3dc
 Parameters:
m
 the other matrixdelta
 the allowed maximum difference Returns:
true
whether all of the matrix elements are equal;false
otherwise

pick
public Matrix4x3d pick(double x, double y, double width, double height, int[] viewport, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Apply a picking transformation to this matrix using the given window coordinates(x, y)
as the pick center and the given(width, height)
as the size of the picking region in window coordinates, and store the result indest
. Specified by:
pick
in interfaceMatrix4x3dc
 Parameters:
x
 the x coordinate of the picking region center in window coordinatesy
 the y coordinate of the picking region center in window coordinateswidth
 the width of the picking region in window coordinatesheight
 the height of the picking region in window coordinatesviewport
 the viewport described by[x, y, width, height]
dest
 the destination matrix, which will hold the result Returns:
 dest

pick
public Matrix4x3d pick(double x, double y, double width, double height, int[] viewport)
Apply a picking transformation to this matrix using the given window coordinates(x, y)
as the pick center and the given(width, height)
as the size of the picking region in window coordinates. Parameters:
x
 the x coordinate of the picking region center in window coordinatesy
 the y coordinate of the picking region center in window coordinateswidth
 the width of the picking region in window coordinatesheight
 the height of the picking region in window coordinatesviewport
 the viewport described by[x, y, width, height]
 Returns:
 this

swap
public Matrix4x3d swap(Matrix4x3d other)
Exchange the values ofthis
matrix with the givenother
matrix. Parameters:
other
 the other matrix to exchange the values with Returns:
 this

arcball
public Matrix4x3d arcball(double radius, double centerX, double centerY, double centerZ, double angleX, double angleY, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Apply an arcball view transformation to this matrix with the givenradius
and center(centerX, centerY, centerZ)
position of the arcball and the specified X and Y rotation angles, and store the result indest
.This method is equivalent to calling:
translate(0, 0, radius, dest).rotateX(angleX).rotateY(angleY).translate(centerX, centerY, centerZ)
 Specified by:
arcball
in interfaceMatrix4x3dc
 Parameters:
radius
 the arcball radiuscenterX
 the x coordinate of the center position of the arcballcenterY
 the y coordinate of the center position of the arcballcenterZ
 the z coordinate of the center position of the arcballangleX
 the rotation angle around the X axis in radiansangleY
 the rotation angle around the Y axis in radiansdest
 will hold the result Returns:
 dest

arcball
public Matrix4x3d arcball(double radius, Vector3dc center, double angleX, double angleY, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Apply an arcball view transformation to this matrix with the givenradius
andcenter
position of the arcball and the specified X and Y rotation angles, and store the result indest
.This method is equivalent to calling:
translate(0, 0, radius).rotateX(angleX).rotateY(angleY).translate(center.x, center.y, center.z)
 Specified by:
arcball
in interfaceMatrix4x3dc
 Parameters:
radius
 the arcball radiuscenter
 the center position of the arcballangleX
 the rotation angle around the X axis in radiansangleY
 the rotation angle around the Y axis in radiansdest
 will hold the result Returns:
 dest

arcball
public Matrix4x3d arcball(double radius, double centerX, double centerY, double centerZ, double angleX, double angleY)
Apply an arcball view transformation to this matrix with the givenradius
and center(centerX, centerY, centerZ)
position of the arcball and the specified X and Y rotation angles.This method is equivalent to calling:
translate(0, 0, radius).rotateX(angleX).rotateY(angleY).translate(centerX, centerY, centerZ)
 Parameters:
radius
 the arcball radiuscenterX
 the x coordinate of the center position of the arcballcenterY
 the y coordinate of the center position of the arcballcenterZ
 the z coordinate of the center position of the arcballangleX
 the rotation angle around the X axis in radiansangleY
 the rotation angle around the Y axis in radians Returns:
 this

arcball
public Matrix4x3d arcball(double radius, Vector3dc center, double angleX, double angleY)
Apply an arcball view transformation to this matrix with the givenradius
andcenter
position of the arcball and the specified X and Y rotation angles.This method is equivalent to calling:
translate(0, 0, radius).rotateX(angleX).rotateY(angleY).translate(center.x, center.y, center.z)
 Parameters:
radius
 the arcball radiuscenter
 the center position of the arcballangleX
 the rotation angle around the X axis in radiansangleY
 the rotation angle around the Y axis in radians Returns:
 this

transformAab
public Matrix4x3d transformAab(double minX, double minY, double minZ, double maxX, double maxY, double maxZ, Vector3d outMin, Vector3d outMax)
Description copied from interface:Matrix4x3dc
Transform the axisaligned box given as the minimum corner(minX, minY, minZ)
and maximum corner(maxX, maxY, maxZ)
bythis
matrix and compute the axisaligned box of the result whose minimum corner is stored inoutMin
and maximum corner stored inoutMax
.Reference: http://dev.theomader.com
 Specified by:
transformAab
in interfaceMatrix4x3dc
 Parameters:
minX
 the x coordinate of the minimum corner of the axisaligned boxminY
 the y coordinate of the minimum corner of the axisaligned boxminZ
 the z coordinate of the minimum corner of the axisaligned boxmaxX
 the x coordinate of the maximum corner of the axisaligned boxmaxY
 the y coordinate of the maximum corner of the axisaligned boxmaxZ
 the y coordinate of the maximum corner of the axisaligned boxoutMin
 will hold the minimum corner of the resulting axisaligned boxoutMax
 will hold the maximum corner of the resulting axisaligned box Returns:
 this

transformAab
public Matrix4x3d transformAab(Vector3dc min, Vector3dc max, Vector3d outMin, Vector3d outMax)
Description copied from interface:Matrix4x3dc
Transform the axisaligned box given as the minimum cornermin
and maximum cornermax
bythis
matrix and compute the axisaligned box of the result whose minimum corner is stored inoutMin
and maximum corner stored inoutMax
. Specified by:
transformAab
in interfaceMatrix4x3dc
 Parameters:
min
 the minimum corner of the axisaligned boxmax
 the maximum corner of the axisaligned boxoutMin
 will hold the minimum corner of the resulting axisaligned boxoutMax
 will hold the maximum corner of the resulting axisaligned box Returns:
 this

lerp
public Matrix4x3d lerp(Matrix4x3dc other, double t)
Linearly interpolatethis
andother
using the given interpolation factort
and store the result inthis
.If
t
is0.0
then the result isthis
. If the interpolation factor is1.0
then the result isother
. Parameters:
other
 the other matrixt
 the interpolation factor between 0.0 and 1.0 Returns:
 this

lerp
public Matrix4x3d lerp(Matrix4x3dc other, double t, Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Linearly interpolatethis
andother
using the given interpolation factort
and store the result indest
.If
t
is0.0
then the result isthis
. If the interpolation factor is1.0
then the result isother
. Specified by:
lerp
in interfaceMatrix4x3dc
 Parameters:
other
 the other matrixt
 the interpolation factor between 0.0 and 1.0dest
 will hold the result Returns:
 dest

rotateTowards
public Matrix4x3d rotateTowards(Vector3dc dir, Vector3dc up, Matrix4x3d dest)
Apply a model transformation to this matrix for a righthanded coordinate system, that aligns the local+Z
axis withdir
and store the result indest
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying it, use
rotationTowards()
.This method is equivalent to calling:
mul(new Matrix4x3d().lookAt(new Vector3d(), new Vector3d(dir).negate(), up).invert(), dest)
 Specified by:
rotateTowards
in interfaceMatrix4x3dc
 Parameters:
dir
 the direction to rotate towardsup
 the up vectordest
 will hold the result Returns:
 dest
 See Also:
rotateTowards(double, double, double, double, double, double, Matrix4x3d)
,rotationTowards(Vector3dc, Vector3dc)

rotateTowards
public Matrix4x3d rotateTowards(Vector3dc dir, Vector3dc up)
Apply a model transformation to this matrix for a righthanded coordinate system, that aligns the local+Z
axis withdir
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying it, use
rotationTowards()
.This method is equivalent to calling:
mul(new Matrix4x3d().lookAt(new Vector3d(), new Vector3d(dir).negate(), up).invert())
 Parameters:
dir
 the direction to orient towardsup
 the up vector Returns:
 this
 See Also:
rotateTowards(double, double, double, double, double, double)
,rotationTowards(Vector3dc, Vector3dc)

rotateTowards
public Matrix4x3d rotateTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
Apply a model transformation to this matrix for a righthanded coordinate system, that aligns the local+Z
axis with(dirX, dirY, dirZ)
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying it, use
rotationTowards()
.This method is equivalent to calling:
mul(new Matrix4x3d().lookAt(0, 0, 0, dirX, dirY, dirZ, upX, upY, upZ).invert())
 Parameters:
dirX
 the xcoordinate of the direction to rotate towardsdirY
 the ycoordinate of the direction to rotate towardsdirZ
 the zcoordinate of the direction to rotate towardsupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vector Returns:
 this
 See Also:
rotateTowards(Vector3dc, Vector3dc)
,rotationTowards(double, double, double, double, double, double)

rotateTowards
public Matrix4x3d rotateTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ, Matrix4x3d dest)
Apply a model transformation to this matrix for a righthanded coordinate system, that aligns the local+Z
axis with(dirX, dirY, dirZ)
and store the result indest
.If
M
isthis
matrix andL
the lookat matrix, then the new matrix will beM * L
. So when transforming a vectorv
with the new matrix by usingM * L * v
, the lookat transformation will be applied first!In order to set the matrix to a rotation transformation without postmultiplying it, use
rotationTowards()
.This method is equivalent to calling:
mul(new Matrix4x3d().lookAt(0, 0, 0, dirX, dirY, dirZ, upX, upY, upZ).invert(), dest)
 Specified by:
rotateTowards
in interfaceMatrix4x3dc
 Parameters:
dirX
 the xcoordinate of the direction to rotate towardsdirY
 the ycoordinate of the direction to rotate towardsdirZ
 the zcoordinate of the direction to rotate towardsupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vectordest
 will hold the result Returns:
 dest
 See Also:
rotateTowards(Vector3dc, Vector3dc)
,rotationTowards(double, double, double, double, double, double)

rotationTowards
public Matrix4x3d rotationTowards(Vector3dc dir, Vector3dc up)
Set this matrix to a model transformation for a righthanded coordinate system, that aligns the localz
axis withdir
.In order to apply the rotation transformation to a previous existing transformation, use
rotateTowards
.This method is equivalent to calling:
setLookAt(new Vector3d(), new Vector3d(dir).negate(), up).invert()
 Parameters:
dir
 the direction to orient the local z axis towardsup
 the up vector Returns:
 this
 See Also:
rotationTowards(Vector3dc, Vector3dc)
,rotateTowards(double, double, double, double, double, double)

rotationTowards
public Matrix4x3d rotationTowards(double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
Set this matrix to a model transformation for a righthanded coordinate system, that aligns the localz
axis with(dirX, dirY, dirZ)
.In order to apply the rotation transformation to a previous existing transformation, use
rotateTowards
.This method is equivalent to calling:
setLookAt(0, 0, 0, dirX, dirY, dirZ, upX, upY, upZ).invert()
 Parameters:
dirX
 the xcoordinate of the direction to rotate towardsdirY
 the ycoordinate of the direction to rotate towardsdirZ
 the zcoordinate of the direction to rotate towardsupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vector Returns:
 this
 See Also:
rotateTowards(Vector3dc, Vector3dc)
,rotationTowards(double, double, double, double, double, double)

translationRotateTowards
public Matrix4x3d translationRotateTowards(Vector3dc pos, Vector3dc dir, Vector3dc up)
Set this matrix to a model transformation for a righthanded coordinate system, that translates to the givenpos
and aligns the localz
axis withdir
.This method is equivalent to calling:
translation(pos).rotateTowards(dir, up)
 Parameters:
pos
 the position to translate todir
 the direction to rotate towardsup
 the up vector Returns:
 this
 See Also:
translation(Vector3dc)
,rotateTowards(Vector3dc, Vector3dc)

translationRotateTowards
public Matrix4x3d translationRotateTowards(double posX, double posY, double posZ, double dirX, double dirY, double dirZ, double upX, double upY, double upZ)
Set this matrix to a model transformation for a righthanded coordinate system, that translates to the given(posX, posY, posZ)
and aligns the localz
axis with(dirX, dirY, dirZ)
.This method is equivalent to calling:
translation(posX, posY, posZ).rotateTowards(dirX, dirY, dirZ, upX, upY, upZ)
 Parameters:
posX
 the xcoordinate of the position to translate toposY
 the ycoordinate of the position to translate toposZ
 the zcoordinate of the position to translate todirX
 the xcoordinate of the direction to rotate towardsdirY
 the ycoordinate of the direction to rotate towardsdirZ
 the zcoordinate of the direction to rotate towardsupX
 the xcoordinate of the up vectorupY
 the ycoordinate of the up vectorupZ
 the zcoordinate of the up vector Returns:
 this
 See Also:
translation(double, double, double)
,rotateTowards(double, double, double, double, double, double)

getEulerAnglesZYX
public Vector3d getEulerAnglesZYX(Vector3d dest)
Description copied from interface:Matrix4x3dc
Extract the Euler angles from the rotation represented by the left 3x3 submatrix ofthis
and store the extracted Euler angles indest
.This method assumes that the left 3x3 submatrix of
this
only represents a rotation without scaling.The Euler angles are always returned as the angle around X in the
Vector3d.x
field, the angle around Y in theVector3d.y
field and the angle around Z in theVector3d.z
field of the suppliedVector3d
instance.Note that the returned Euler angles must be applied in the order
Z * Y * X
to obtain the identical matrix. This means that callingrotateZYX(double, double, double)
using the obtained Euler angles will yield the same rotation as the original matrix from which the Euler angles were obtained, so in the below code the matrixm2
should be identical tom
(disregarding possible floatingpoint inaccuracies).Matrix4x3d m = ...; // < matrix only representing rotation Matrix4x3d n = new Matrix4x3d(); n.rotateZYX(m.getEulerAnglesZYX(new Vector3d()));
Reference: http://en.wikipedia.org/
 Specified by:
getEulerAnglesZYX
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the extracted Euler angles Returns:
 dest

getEulerAnglesXYZ
public Vector3d getEulerAnglesXYZ(Vector3d dest)
Description copied from interface:Matrix4x3dc
Extract the Euler angles from the rotation represented by the left 3x3 submatrix ofthis
and store the extracted Euler angles indest
.This method assumes that the left 3x3 submatrix of
this
only represents a rotation without scaling.The Euler angles are always returned as the angle around X in the
Vector3d.x
field, the angle around Y in theVector3d.y
field and the angle around Z in theVector3d.z
field of the suppliedVector3d
instance.Note that the returned Euler angles must be applied in the order
X * Y * Z
to obtain the identical matrix. This means that callingrotateXYZ(double, double, double)
using the obtained Euler angles will yield the same rotation as the original matrix from which the Euler angles were obtained, so in the below code the matrixm2
should be identical tom
(disregarding possible floatingpoint inaccuracies).Matrix4x3d m = ...; // < matrix only representing rotation Matrix4x3d n = new Matrix4x3d(); n.rotateXYZ(m.getEulerAnglesXYZ(new Vector3d()));
Reference: http://en.wikipedia.org/
 Specified by:
getEulerAnglesXYZ
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the extracted Euler angles Returns:
 dest

obliqueZ
public Matrix4x3d obliqueZ(double a, double b)
Apply an oblique projection transformation to this matrix with the given values fora
andb
.If
M
isthis
matrix andO
the oblique transformation matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the oblique transformation will be applied first!The oblique transformation is defined as:
x' = x + a*z y' = y + a*z z' = z
or in matrix form:1 0 a 0 0 1 b 0 0 0 1 0
 Parameters:
a
 the value for the z factor that applies to xb
 the value for the z factor that applies to y Returns:
 this

obliqueZ
public Matrix4x3d obliqueZ(double a, double b, Matrix4x3d dest)
Apply an oblique projection transformation to this matrix with the given values fora
andb
and store the result indest
.If
M
isthis
matrix andO
the oblique transformation matrix, then the new matrix will beM * O
. So when transforming a vectorv
with the new matrix by usingM * O * v
, the oblique transformation will be applied first!The oblique transformation is defined as:
x' = x + a*z y' = y + a*z z' = z
or in matrix form:1 0 a 0 0 1 b 0 0 0 1 0
 Specified by:
obliqueZ
in interfaceMatrix4x3dc
 Parameters:
a
 the value for the z factor that applies to xb
 the value for the z factor that applies to ydest
 will hold the result Returns:
 dest

mapXZY
public Matrix4x3d mapXZY()
Multiplythis
by the matrix1 0 0 0 0 0 1 0 0 1 0 0
 Returns:
 this

mapXZY
public Matrix4x3d mapXZY(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix1 0 0 0 0 0 1 0 0 1 0 0
and store the result indest
. Specified by:
mapXZY
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapXZnY
public Matrix4x3d mapXZnY()
Multiplythis
by the matrix1 0 0 0 0 0 1 0 0 1 0 0
 Returns:
 this

mapXZnY
public Matrix4x3d mapXZnY(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix1 0 0 0 0 0 1 0 0 1 0 0
and store the result indest
. Specified by:
mapXZnY
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapXnYnZ
public Matrix4x3d mapXnYnZ()
Multiplythis
by the matrix1 0 0 0 0 1 0 0 0 0 1 0
 Returns:
 this

mapXnYnZ
public Matrix4x3d mapXnYnZ(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix1 0 0 0 0 1 0 0 0 0 1 0
and store the result indest
. Specified by:
mapXnYnZ
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapXnZY
public Matrix4x3d mapXnZY()
Multiplythis
by the matrix1 0 0 0 0 0 1 0 0 1 0 0
 Returns:
 this

mapXnZY
public Matrix4x3d mapXnZY(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix1 0 0 0 0 0 1 0 0 1 0 0
and store the result indest
. Specified by:
mapXnZY
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapXnZnY
public Matrix4x3d mapXnZnY()
Multiplythis
by the matrix1 0 0 0 0 0 1 0 0 1 0 0
 Returns:
 this

mapXnZnY
public Matrix4x3d mapXnZnY(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix1 0 0 0 0 0 1 0 0 1 0 0
and store the result indest
. Specified by:
mapXnZnY
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapYXZ
public Matrix4x3d mapYXZ()
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 1 0
 Returns:
 this

mapYXZ
public Matrix4x3d mapYXZ(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 1 0
and store the result indest
. Specified by:
mapYXZ
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapYXnZ
public Matrix4x3d mapYXnZ()
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 1 0
 Returns:
 this

mapYXnZ
public Matrix4x3d mapYXnZ(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 1 0
and store the result indest
. Specified by:
mapYXnZ
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapYZX
public Matrix4x3d mapYZX()
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 1 0 0
 Returns:
 this

mapYZX
public Matrix4x3d mapYZX(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 1 0 0
and store the result indest
. Specified by:
mapYZX
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapYZnX
public Matrix4x3d mapYZnX()
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 1 0 0
 Returns:
 this

mapYZnX
public Matrix4x3d mapYZnX(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 1 0 0
and store the result indest
. Specified by:
mapYZnX
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapYnXZ
public Matrix4x3d mapYnXZ()
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 1 0
 Returns:
 this

mapYnXZ
public Matrix4x3d mapYnXZ(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 1 0
and store the result indest
. Specified by:
mapYnXZ
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapYnXnZ
public Matrix4x3d mapYnXnZ()
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 1 0
 Returns:
 this

mapYnXnZ
public Matrix4x3d mapYnXnZ(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 1 0
and store the result indest
. Specified by:
mapYnXnZ
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapYnZX
public Matrix4x3d mapYnZX()
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 1 0 0
 Returns:
 this

mapYnZX
public Matrix4x3d mapYnZX(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 1 0 0
and store the result indest
. Specified by:
mapYnZX
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapYnZnX
public Matrix4x3d mapYnZnX()
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 1 0 0
 Returns:
 this

mapYnZnX
public Matrix4x3d mapYnZnX(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 1 0 0
and store the result indest
. Specified by:
mapYnZnX
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapZXY
public Matrix4x3d mapZXY()
Multiplythis
by the matrix0 1 0 0 0 0 1 0 1 0 0 0
 Returns:
 this

mapZXY
public Matrix4x3d mapZXY(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 1 0 0 0 0 1 0 1 0 0 0
and store the result indest
. Specified by:
mapZXY
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapZXnY
public Matrix4x3d mapZXnY()
Multiplythis
by the matrix0 1 0 0 0 0 1 0 1 0 0 0
 Returns:
 this

mapZXnY
public Matrix4x3d mapZXnY(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 1 0 0 0 0 1 0 1 0 0 0
and store the result indest
. Specified by:
mapZXnY
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapZYX
public Matrix4x3d mapZYX()
Multiplythis
by the matrix0 0 1 0 0 1 0 0 1 0 0 0
 Returns:
 this

mapZYX
public Matrix4x3d mapZYX(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 0 1 0 0 1 0 0 1 0 0 0
and store the result indest
. Specified by:
mapZYX
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapZYnX
public Matrix4x3d mapZYnX()
Multiplythis
by the matrix0 0 1 0 0 1 0 0 1 0 0 0
 Returns:
 this

mapZYnX
public Matrix4x3d mapZYnX(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 0 1 0 0 1 0 0 1 0 0 0
and store the result indest
. Specified by:
mapZYnX
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapZnXY
public Matrix4x3d mapZnXY()
Multiplythis
by the matrix0 1 0 0 0 0 1 0 1 0 0 0
 Returns:
 this

mapZnXY
public Matrix4x3d mapZnXY(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 1 0 0 0 0 1 0 1 0 0 0
and store the result indest
. Specified by:
mapZnXY
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapZnXnY
public Matrix4x3d mapZnXnY()
Multiplythis
by the matrix0 1 0 0 0 0 1 0 1 0 0 0
 Returns:
 this

mapZnXnY
public Matrix4x3d mapZnXnY(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 1 0 0 0 0 1 0 1 0 0 0
and store the result indest
. Specified by:
mapZnXnY
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapZnYX
public Matrix4x3d mapZnYX()
Multiplythis
by the matrix0 0 1 0 0 1 0 0 1 0 0 0
 Returns:
 this

mapZnYX
public Matrix4x3d mapZnYX(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 0 1 0 0 1 0 0 1 0 0 0
and store the result indest
. Specified by:
mapZnYX
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapZnYnX
public Matrix4x3d mapZnYnX()
Multiplythis
by the matrix0 0 1 0 0 1 0 0 1 0 0 0
 Returns:
 this

mapZnYnX
public Matrix4x3d mapZnYnX(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 0 1 0 0 1 0 0 1 0 0 0
and store the result indest
. Specified by:
mapZnYnX
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapnXYnZ
public Matrix4x3d mapnXYnZ()
Multiplythis
by the matrix1 0 0 0 0 1 0 0 0 0 1 0
 Returns:
 this

mapnXYnZ
public Matrix4x3d mapnXYnZ(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix1 0 0 0 0 1 0 0 0 0 1 0
and store the result indest
. Specified by:
mapnXYnZ
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapnXZY
public Matrix4x3d mapnXZY()
Multiplythis
by the matrix1 0 0 0 0 0 1 0 0 1 0 0
 Returns:
 this

mapnXZY
public Matrix4x3d mapnXZY(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix1 0 0 0 0 0 1 0 0 1 0 0
and store the result indest
. Specified by:
mapnXZY
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapnXZnY
public Matrix4x3d mapnXZnY()
Multiplythis
by the matrix1 0 0 0 0 0 1 0 0 1 0 0
 Returns:
 this

mapnXZnY
public Matrix4x3d mapnXZnY(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix1 0 0 0 0 0 1 0 0 1 0 0
and store the result indest
. Specified by:
mapnXZnY
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapnXnYZ
public Matrix4x3d mapnXnYZ()
Multiplythis
by the matrix1 0 0 0 0 1 0 0 0 0 1 0
 Returns:
 this

mapnXnYZ
public Matrix4x3d mapnXnYZ(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix1 0 0 0 0 1 0 0 0 0 1 0
and store the result indest
. Specified by:
mapnXnYZ
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapnXnYnZ
public Matrix4x3d mapnXnYnZ()
Multiplythis
by the matrix1 0 0 0 0 1 0 0 0 0 1 0
 Returns:
 this

mapnXnYnZ
public Matrix4x3d mapnXnYnZ(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix1 0 0 0 0 1 0 0 0 0 1 0
and store the result indest
. Specified by:
mapnXnYnZ
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapnXnZY
public Matrix4x3d mapnXnZY()
Multiplythis
by the matrix1 0 0 0 0 0 1 0 0 1 0 0
 Returns:
 this

mapnXnZY
public Matrix4x3d mapnXnZY(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix1 0 0 0 0 0 1 0 0 1 0 0
and store the result indest
. Specified by:
mapnXnZY
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapnXnZnY
public Matrix4x3d mapnXnZnY()
Multiplythis
by the matrix1 0 0 0 0 0 1 0 0 1 0 0
 Returns:
 this

mapnXnZnY
public Matrix4x3d mapnXnZnY(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix1 0 0 0 0 0 1 0 0 1 0 0
and store the result indest
. Specified by:
mapnXnZnY
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapnYXZ
public Matrix4x3d mapnYXZ()
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 1 0
 Returns:
 this

mapnYXZ
public Matrix4x3d mapnYXZ(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 1 0
and store the result indest
. Specified by:
mapnYXZ
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapnYXnZ
public Matrix4x3d mapnYXnZ()
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 1 0
 Returns:
 this

mapnYXnZ
public Matrix4x3d mapnYXnZ(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 1 0
and store the result indest
. Specified by:
mapnYXnZ
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapnYZX
public Matrix4x3d mapnYZX()
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 1 0 0
 Returns:
 this

mapnYZX
public Matrix4x3d mapnYZX(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 1 0 0
and store the result indest
. Specified by:
mapnYZX
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapnYZnX
public Matrix4x3d mapnYZnX()
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 1 0 0
 Returns:
 this

mapnYZnX
public Matrix4x3d mapnYZnX(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 1 0 0
and store the result indest
. Specified by:
mapnYZnX
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapnYnXZ
public Matrix4x3d mapnYnXZ()
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 1 0
 Returns:
 this

mapnYnXZ
public Matrix4x3d mapnYnXZ(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 1 0
and store the result indest
. Specified by:
mapnYnXZ
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapnYnXnZ
public Matrix4x3d mapnYnXnZ()
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 1 0
 Returns:
 this

mapnYnXnZ
public Matrix4x3d mapnYnXnZ(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 1 0 0 1 0 0 0 0 0 1 0
and store the result indest
. Specified by:
mapnYnXnZ
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapnYnZX
public Matrix4x3d mapnYnZX()
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 1 0 0
 Returns:
 this

mapnYnZX
public Matrix4x3d mapnYnZX(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 1 0 0
and store the result indest
. Specified by:
mapnYnZX
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapnYnZnX
public Matrix4x3d mapnYnZnX()
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 1 0 0
 Returns:
 this

mapnYnZnX
public Matrix4x3d mapnYnZnX(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 0 1 0 1 0 0 0 0 1 0 0
and store the result indest
. Specified by:
mapnYnZnX
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapnZXY
public Matrix4x3d mapnZXY()
Multiplythis
by the matrix0 1 0 0 0 0 1 0 1 0 0 0
 Returns:
 this

mapnZXY
public Matrix4x3d mapnZXY(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 1 0 0 0 0 1 0 1 0 0 0
and store the result indest
. Specified by:
mapnZXY
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapnZXnY
public Matrix4x3d mapnZXnY()
Multiplythis
by the matrix0 1 0 0 0 0 1 0 1 0 0 0
 Returns:
 this

mapnZXnY
public Matrix4x3d mapnZXnY(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 1 0 0 0 0 1 0 1 0 0 0
and store the result indest
. Specified by:
mapnZXnY
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapnZYX
public Matrix4x3d mapnZYX()
Multiplythis
by the matrix0 0 1 0 0 1 0 0 1 0 0 0
 Returns:
 this

mapnZYX
public Matrix4x3d mapnZYX(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 0 1 0 0 1 0 0 1 0 0 0
and store the result indest
. Specified by:
mapnZYX
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapnZYnX
public Matrix4x3d mapnZYnX()
Multiplythis
by the matrix0 0 1 0 0 1 0 0 1 0 0 0
 Returns:
 this

mapnZYnX
public Matrix4x3d mapnZYnX(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 0 1 0 0 1 0 0 1 0 0 0
and store the result indest
. Specified by:
mapnZYnX
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapnZnXY
public Matrix4x3d mapnZnXY()
Multiplythis
by the matrix0 1 0 0 0 0 1 0 1 0 0 0
 Returns:
 this

mapnZnXY
public Matrix4x3d mapnZnXY(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 1 0 0 0 0 1 0 1 0 0 0
and store the result indest
. Specified by:
mapnZnXY
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapnZnXnY
public Matrix4x3d mapnZnXnY()
Multiplythis
by the matrix0 1 0 0 0 0 1 0 1 0 0 0
 Returns:
 this

mapnZnXnY
public Matrix4x3d mapnZnXnY(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 1 0 0 0 0 1 0 1 0 0 0
and store the result indest
. Specified by:
mapnZnXnY
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapnZnYX
public Matrix4x3d mapnZnYX()
Multiplythis
by the matrix0 0 1 0 0 1 0 0 1 0 0 0
 Returns:
 this

mapnZnYX
public Matrix4x3d mapnZnYX(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 0 1 0 0 1 0 0 1 0 0 0
and store the result indest
. Specified by:
mapnZnYX
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

mapnZnYnX
public Matrix4x3d mapnZnYnX()
Multiplythis
by the matrix0 0 1 0 0 1 0 0 1 0 0 0
 Returns:
 this

mapnZnYnX
public Matrix4x3d mapnZnYnX(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix0 0 1 0 0 1 0 0 1 0 0 0
and store the result indest
. Specified by:
mapnZnYnX
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

negateX
public Matrix4x3d negateX()
Multiplythis
by the matrix1 0 0 0 0 1 0 0 0 0 1 0
 Returns:
 this

negateX
public Matrix4x3d negateX(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix1 0 0 0 0 1 0 0 0 0 1 0
and store the result indest
. Specified by:
negateX
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

negateY
public Matrix4x3d negateY()
Multiplythis
by the matrix1 0 0 0 0 1 0 0 0 0 1 0
 Returns:
 this

negateY
public Matrix4x3d negateY(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix1 0 0 0 0 1 0 0 0 0 1 0
and store the result indest
. Specified by:
negateY
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

negateZ
public Matrix4x3d negateZ()
Multiplythis
by the matrix1 0 0 0 0 1 0 0 0 0 1 0
 Returns:
 this

negateZ
public Matrix4x3d negateZ(Matrix4x3d dest)
Description copied from interface:Matrix4x3dc
Multiplythis
by the matrix1 0 0 0 0 1 0 0 0 0 1 0
and store the result indest
. Specified by:
negateZ
in interfaceMatrix4x3dc
 Parameters:
dest
 will hold the result Returns:
 dest

isFinite
public boolean isFinite()
Description copied from interface:Matrix4x3dc
Determine whether all matrix elements are finite floatingpoint values, that is, they are notNaN
and notinfinity
. Specified by:
isFinite
in interfaceMatrix4x3dc
 Returns:
true
if all components are finite floatingpoint values;false
otherwise

clone
public java.lang.Object clone() throws java.lang.CloneNotSupportedException
 Overrides:
clone
in classjava.lang.Object
 Throws:
java.lang.CloneNotSupportedException

